hayba-mesh-lod-pass

hayba-mesh-lod-pass is a skill for Claude Code, Codex from zajalist/hayba. It costs 31 tokens per session (355 once invoked), scanned A, original, MIT.

A workflow for tuning the levels of detail, or LODs, on an Unreal Engine static mesh. LODs use simpler versions of a mesh when it is farther from the camera.

In plain words
What is it for?
It helps inspect mesh LODs, adjust reduction or switching distances, compare near and far views, measure performance in the same scene, and validate the changed asset.
Why use it?
It addresses measured scene cost while checking that distant meshes still keep an acceptable shape and material appearance. It also helps avoid changes that cause visible popping or damage heavily reused assets.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps inspect mesh LODs, adjust reduction or switching distances, compare near and far views, measure performance in the same scene, and validate the changed asset.

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Install with agentmods
npx agentmods add skills/zajalist/hayba/hayba-mesh-lod-pass
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 zajalist/hayba --skill hayba-mesh-lod-pass
Clone the repo
git clone --depth 1 https://github.com/zajalist/hayba

Made for: Claude Code, Codex.

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.

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README.md
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Your own site
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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.

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Your own site · 80×15
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Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 355 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 $0.00031 $0.00355
Opus 5.5 $0.00012 $0.00142
Sonnet 5.5 $0.00006 $0.00071
Haiku 4.5 $0.00003 $0.00036

Measured 13d ago against content hash 57761e3c28b7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hayba-mesh-lod-pass 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.

mcp-tools/hayba-mcp/addons/workflows/hayba-mesh-lod-pass/SKILL.md · 24 lines

What it actually says

Tune one mesh LOD family

When to use

Use when a repeated mesh contributes to a measured cost at known camera distances. Record target platform, screen resolution, existing triangle counts, intended switch distances, and acceptable silhouette error. Establish the scene baseline before modifying the asset.

Tool routing

  • Read mesh_get_info, mesh_get_lods, and mesh_audit. Identify every LOD's UV and material state. Use asset_get_referencers to understand affected levels and world_budget_snapshot for loaded use count; unknown unloaded coverage remains unknown.
  • Use get_tool_signature and mesh_set_lod for one threshold or reduction change at a time. This tool rebuilds the mesh and refuses a zero-UV LOD to protect the editor. Treat that refusal as an asset repair task, not a reason to retry with another value. Save the changed asset with asset_save after readback.
  • Capture near and far views with editor_capture_viewport under the same camera settings. Compare editor_get_performance_stats in the same scene and quality mode, then run asset_validate. If the mesh is heavily instanced, test culling and pop at representative movement speeds in PIE.

Evidence

Report each available LOD triangle count and screen size before and after, affected referencers, visual transition, validator findings, warnings, and measured scene change. Some engine builds expose only LOD count, leaving per-LOD triangles unknown. Triangle reduction by itself does not establish a frame-time or memory win.

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. 13d ago First seen · 24 lines · 31 tokens per session scan A 57761e3c28b7

Subscribe to this mod's changes

hayba-mesh-lod-pass is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 31 tokens to every session and 355 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.

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