editor-viewport-guide

editor-viewport-guide is a skill for Claude Code from xonovex/platform. It costs 123 tokens per session (1,563 once invoked), scanned A, original, MIT.

A guide for building an interactive 3D editor viewport, the part of an editor where users see a scene and manipulate objects. It covers selecting objects by clicking them, highlighting the selection, and moving, rotating, or scaling objects with on-screen controls.

In plain words
What is it for?
Use it to implement GPU-based object picking, selection outlines, transform gizmos, stable object identifiers, and screen-to-world or world-to-screen camera calculations.
Why use it?
It gives the editor and renderer a clear boundary and avoids relying on slow or ambiguous object selection. It also defines the data and coordinate conversions needed to make object manipulation work.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the xonovex-game-engine plugin — 11 skills shipped together

Good fit Use it to implement GPU-based object picking, selection outlines, transform gizmos, stable object identifiers, and screen-to-world or world-to-screen camera calculations.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xonovex/platform/editor-viewport-guide
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add xonovex/platform --skill editor-viewport-guide
Clone the repo
git clone --depth 1 https://github.com/xonovex/platform

Made for: Claude Code.

Or install xonovex-game-engine, the plugin that ships this one along with the rest of its 11 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for editor-viewport-guide

README.md
[![agentmods](https://agentmods.dev/badge/skills/xonovex/platform/editor-viewport-guide/github.svg)](https://agentmods.dev/skills/xonovex/platform/editor-viewport-guide)
Your own site
<a href="https://agentmods.dev/skills/xonovex/platform/editor-viewport-guide"><img src="https://agentmods.dev/badge/skills/xonovex/platform/editor-viewport-guide/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for editor-viewport-guide

Your own site · 80×15
<a href="https://agentmods.dev/skills/xonovex/platform/editor-viewport-guide"><img src="https://agentmods.dev/badge/skills/xonovex/platform/editor-viewport-guide.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 123 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,563 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00123 $0.01563
Opus 5.5 $0.00049 $0.00625
Sonnet 5.5 $0.00025 $0.00313
Haiku 4.5 $0.00012 $0.00156

Measured 1mo ago against content hash 89950d8853e1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

editor-viewport-guide scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

packages/runtime/plugin/plugin-game-engine/skills/editor-viewport-guide/SKILL.md · 62 lines

How it starts

The opening of the file, as written. The whole thing — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Editor viewport Guidelines

The interactive seam where a real-time renderer meets an editor: picking what the user clicks, highlighting what is selected, and manipulating it with transform gizmos. These features straddle two subsystems, so build a thin, render-pipeline-agnostic API the editor drives with plain data. Renderer plumbing (passes, id targets, readback primitives) belongs to gpu-rendering-guide; the generic per-object transform interface is owned by ecs-guide / data-model-guide; vector/matrix/quaternion types come from c99-game-opinionated-guide.

Requirements

  • A renderer that can run extra passes and expose a render-target read-back path (see gpu-rendering-guide).
  • A way to identify each rendered object by a stable integer/handle (entity id or equivalent) that shaders can emit.
  • Vector/matrix/quaternion math and screen↔world camera transforms (see c99-game-opinionated-guide).

Essentials

  • A thin data seam - The editor passes plain POD (transforms, colors, ids); the viewport layer owns all pipeline details, see references/render-editor-integration.md
  • Pick on the GPU - Render object ids to a buffer and read back the pixel under the cursor instead of CPU ray-casting proxies, see references/object-picking.md
  • Outline by id, not depth - Write a selection id to a separate target and edge-detect it in a fullscreen pass, see references/selection-highlighting.md
  • Gizmos are generic - Decouple handles from object type via a get/set-transform interface any component implements, see references/manipulation-gizmos.md
  • Do the geometry in screen space - Project the cursor onto a screen-space axis, then lift back to world; never invent a 3D mouse ray and intersect, see references/gizmo-math.md

Integration

Read the full file on GitHub · 62 lines

Files

What ships with it

9 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 62 lines · 123 tokens per session scan A 89950d8853e1

Subscribe to this mod's changes

editor-viewport-guide is a skill published in the GitHub repository xonovex/platform (6 stars, last pushed 4d ago), licensed MIT. It adds 123 tokens to every session and 1,563 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-08.

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