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.
npx skills add zajalist/hayba --skill hayba-camera-player-feelgit clone --depth 1 https://github.com/zajalist/haybaWrote 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.
[](https://agentmods.dev/skills/zajalist/hayba/hayba-camera-player-feel)<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-camera-player-feel"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-camera-player-feel/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.
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-camera-player-feel"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-camera-player-feel.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00035 | $0.00478 |
| Opus 5.5 | $0.00014 | $0.00191 |
| Sonnet 5.5 | $0.00007 | $0.00096 |
| Haiku 4.5 | $0.00003 | $0.00048 |
Grade A, and why
hayba-camera-player-feel 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 13d 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.
How it starts
The opening of the file, as written. The whole thing — 25 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tune one player camera symptom
When to use
Use for a specific camera symptom at named locations and actions, such as a wall occluding the player on a turn. Record target field of view, target platform and input device, tolerance for occlusion, and the exact movement path. Player feel requires observation; a property value alone cannot settle it.
Tool routing
- Inspect the pawn with actor_get_components and the identified camera or spring-arm component with object_get_property. Capture the starting view and actor positions. Use input mapping inspection if the reported symptom may be a control mapping issue.
- If a component property is confirmed by reflection, change one value with object_set_property on its exact object path, then read it back. Prefer this bounded reflected setter to a freeform script; do not guess a camera property name. If the camera logic is project-specific Blueprint code, inspect with blueprint_inspect_graph and use focused Blueprint tools only where exact nodes and pins are known.
- Check editor_get_state, start editor_start_pie, replay the same keyboard or gamepad steps with editor_pie_press_key and frame-by-frame editor_pie_axis, and capture editor_pie_screenshot at the problem points. Poll the screenshot request until the file exists. Stop with editor_stop_pie; leave an existing user PIE session alone.
- If the accepted setting changed a placed actor, save the exact active map with level_save, inspect saved, dirty, and verified status, then re-read the component property. If it changed a Blueprint asset, use asset_save and read back that asset instead. If map persistence is uncertain, mark the camera edit unsaved and route it to hayba-world-save-integrity.
Evidence
Report the component and changed property, readback, before/after frames at identical actions, observed occlusion and responsiveness, and unresolved warnings. PIE axis input applies for one frame, so repeat it for a sustained turn. A still frame or editor camera move does not prove tracking smoothness, motion comfort, or controller feel; those require viewed playback and player testing.
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.
- 13d ago First seen · 25 lines · 35 tokens per session scan A 29f68a71f641
hayba-camera-player-feel is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 35 tokens to every session and 478 once invoked, about $0.0001 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 2026-10-04.
Other skills, from other repositories
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
asset-management
Import files from disk (images, meshes, any format the editor imports), export textures, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary.…
level-actors
List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.
materials
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…
vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…
project-settings
Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config…