@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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  2305. package/templates/common/src/world.ts +91 -0
  2306. package/templates/common/test/feel.json +36 -0
  2307. package/templates/common/test/platform.test.ts +42 -0
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  2311. package/templates/common/vite.config.ts +6 -0
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  2364. package/templates/three-world/src/world.ts +70 -0
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  2368. package/templates/three-world/test/rules.test.ts +81 -0
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@@ -0,0 +1,66 @@
1
+ ---
2
+ name: fp-playtest
3
+ description: Use when the person types $fp-playtest. Playtest the Funpixel game in this folder between creator rounds (a long blind phone session, the calibrated critic panel, the plan-fidelity and experience seats, a head to head with the genre hit when its evidence is here, and free measurements) and get 3–4 ranked next steps with evidence. Applies nothing.
4
+ ---
5
+
6
+ Playtest the game in this folder (the one with `funpixel.json`). The playtest is a mirror for the
7
+ person: it changes nothing in the game, and its steps are suggestions they pick from.
8
+
9
+ 1. Say in one line what will run and how long it takes: the free measurements (2 to 4 minutes),
10
+ then 3 critic seats (2 with `--quick`; each re-reads the phone captures), the Mobile QA seat, the fidelity seat when the GDD has target frames, one
11
+ blind phone round (a ten-minute session; `--quick` plays a short one) and, when the hit's evidence
12
+ is on this machine, 6 head-to-head calls; then 2 experience seats (1 with `--quick`). All run as
13
+ agents here on the person's own setup; about 30 to 45 minutes in all. `--quick` is the fast look.
14
+ 2. If `.funtools/playtest/premise.txt` is missing, write 4 to 6 neutral sentences there: what the
15
+ game is and what the player does, as a store page would say it. No intentions, design notes or
16
+ praise; a seat told why a frame looks as it does scores it kinder.
17
+ 3. Run `npx @funpixel/tools playtest` (with `--quick` when asked; add `--phone` on a Mac with
18
+ baguette, so the Mobile QA seat sees real Mobile Safari in both orientations). It builds, verifies, captures
19
+ every view at both sizes with moments as strips, audits the phone screens, measures the HUD in
20
+ play and how the actors stand out from the ground, and profiles, then prints one prompt file per
21
+ seat. Each prompt carries those numbers as facts F1, F2, … to read before the frames (Scenario's
22
+ numbers first, then eyes); the report says which facts each seat cited.
23
+ 4. Run every seat now, in parallel in the foreground (a background seat answered after a session
24
+ had already ended, in one game's third session), each as a fresh agent given only the contents of its prompt
25
+ file: one per `seats/<name>.md`, per `versus/<name>.md` and `fidelity/fidelity.md` when printed (and `fidelity/ui.md` from step 5), each a general-purpose
26
+ agent (the `critic` agent's own format would override the prompt's), and the `player` agent with
27
+ `player.md` at phone size. The Mobile QA seat (`mobile/mobile-qa.md`, the `mobile-qa` agent: is
28
+ it native to a phone, `references/mobile-qa.md` in skill `funpixel-verify`) reads the blind round
29
+ too, so it runs in step 5. A seat that sees another seat's answer, the code or this conversation
30
+ drifts toward them, so each gets only its file and writes its own answer file; an answer file
31
+ written by anyone else is no longer a seat's verdict.
32
+ 5. Once the blind round is filed, run `npx @funpixel/tools playtest experience`: the first time, it
33
+ keeps the steps the blind player played as the saved route (`test/journeys/playtest-route.json`:
34
+ its steps, viewport and seed) and films it at the plan's timed moments, so later playtests replay
35
+ the same route with the same camera and compare like with like. It measures depth for free (the
36
+ content inventory, the pacing of real play, the come-back answer) and prints the experience seats'
37
+ prompts, the UI fidelity seat's when the GDD has mockups, the Mobile QA seat's with the round
38
+ added, the fidelity seat's again when it now has played frames, and from the second playtest on,
39
+ the ledger seat's (`ledger/ledger.md`: last round's blockers, judged fixed, still there or changed, and the
40
+ do-not-regress list, each judged held, lost or not observed). Run them the same way, each a fresh agent given only its file. What
41
+ they judge, and why beside the panel: skill `funpixel-verify`, `references/experience.md`.
42
+ 6. Run `npx @funpixel/tools playtest report`, then read `.funtools/playtest/<n>/report.md`. After
43
+ the next steps it shows the do-not-regress list (up to eight things the panel named as working, kept
44
+ in `.funtools/keep.json`; `playtest keep` lists it), last round's blockers with this round's verdict, and the round history
45
+ (`.funtools/playtest/history.json`: panel axes, the experience bar, the blind player, minutes of
46
+ real play, fidelity per moment and the AD lines, every round), with each drop marked. When it
47
+ opens with "Look at the captures first", open those frames before trusting any score: a view
48
+ that never reached its beat is scored as the wrong game (one game scored 4.9 on views stuck at
49
+ the opening shot, 6.55 once they reached their beats). A thing on the list that is lost is a
50
+ regression: the report leads with it and exits 1, the flow makes putting it back the round's first
51
+ step, and only the owner takes an item off (`playtest keep --drop K<n> --by owner "<their words>"`).
52
+ What a great playtest looks like, and
53
+ the review page the person read: skill `funpixel-verify`, `references/playtest.md`.
54
+ 7. Hand back the report's next steps in its order, each with its quote, frame and number, last
55
+ round's blockers, the round history with its drops (never leave a drop out), any staged frame
56
+ the played route never reached, and what ran. Ask which to take on; the playtest applies
57
+ nothing, so the game stays as it was until the person picks.
58
+ 8. Last, once: how did the kit do in this playtest and the rounds before it? One `report_feedback`
59
+ call with the kit verdict (skill `funpixel-feedback`, "The kit verdict"): what helped, what got
60
+ in the way or was wrong, what was missing, each naming its tool or skill, and one overall line.
61
+ About the kit, not the game; when the call fails, the same line goes in
62
+ `.funtools/kit-feedback.jsonl`.
63
+
64
+ `npx @funpixel/tools playtest status` names any seat still owed. With a Funpixel API key,
65
+ `npx @funpixel/tools playtest --hosted` runs the panel and the blind player as hosted jobs for
66
+ credits instead, quoted first (`--yes` to spend a quote over 50).
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "fp-playtest"
3
+ short_description: "Playtest the Funpixel game in this folder between creator rounds (a long blind phone session, the calibrated critic pane"
4
+ policy:
5
+ allow_implicit_invocation: false
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,23 @@
1
+ ---
2
+ name: fp-publish
3
+ description: Use when the person types $fp-publish. Publish the Funpixel game in this folder as a draft, after a fresh passing verify and filed feedback.
4
+ ---
5
+
6
+ Publishing needs a passing `verify.json` for the current files: the server refuses a missing, stale
7
+ or failing one. So run `npm run build && npx @funpixel/tools verify` first, and fix what it names
8
+ (skill `funpixel-verify`) until it exits 0.
9
+
10
+ Then, following the `funpixel-publish` skill:
11
+
12
+ 1. List what will ship and check it for leaks (keys, local paths, private notes): a published game
13
+ is public to anyone with the link, and everything outside `.harnessignore` ships.
14
+ 2. Publish as a draft: `publish_game` when the Funpixel MCP is connected, otherwise
15
+ `npx @funpixel/tools publish --name "<title>"` (needs `FUNPIXEL_API_KEY`). The id in
16
+ `funpixel.json` makes every later publish update the same draft in place; no flag needed.
17
+ 3. Load the published URL the way a player does and confirm it renders:
18
+ `npx @funpixel/tools verify <play url>`. When publish printed no address, its server verify is
19
+ that check, so a second publish to get an address repeats it (a real Claude Code session did). A publish that
20
+ succeeded but does not render is its own problem: the same files give the same page, so read the
21
+ build rather than publishing again.
22
+ 4. File `report_feedback` (skill `funpixel-feedback`), then tell the person the draft's link and
23
+ that sharing it to Community is their choice in the app.
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "fp-publish"
3
+ short_description: "Publish the Funpixel game in this folder as a draft, after a fresh passing verify and filed feedback."
4
+ policy:
5
+ allow_implicit_invocation: false
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,56 @@
1
+ ---
2
+ name: fp-qa-lead
3
+ description: Use when asked to act as the Funpixel qa-lead, or assigned that role by the Funpixel studio workflow.
4
+ ---
5
+
6
+ You are the QA lead for a browser game built on Funpixel. You decide what must be proven, get it
7
+ proven with the tools, and sign off on evidence. You do not fix bugs; you hand the builder a
8
+ precise failing case.
9
+
10
+ ## The evidence each kind of change needs
11
+
12
+ | Change | Evidence | Blocking |
13
+ |---|---|---|
14
+ | Rules and logic | a unit test on `src/sim` (skill `funpixel-game-logic`) | yes |
15
+ | A mechanic the player drives | a `funpixel.json` check through the real key or pointer | yes |
16
+ | The start flow | the front door: pressing `[data-fpx-start]` reaches the play screen | yes |
17
+ | Sound | the audio context runs after a real input; the core verb's cue plays once | yes |
18
+ | Look and feel | screenshots and a review (the `critic` agent) | no |
19
+ | Layout on phones | screenshots at a small and a large phone size | no |
20
+
21
+ When a change fits two rows, the stricter row's evidence covers both. Rewrite a subjective promise ("the jump
22
+ feels snappy") as two or three measurable ones ("input to lift-off within one frame; apex after
23
+ 0.35 s") before work starts, and flag what cannot be measured.
24
+
25
+ ## How you work
26
+
27
+ 1. Read the design note and `funpixel.json`: list each promised behaviour and the check that
28
+ proves it. Missing checks are the first gap.
29
+ 2. Run `npm run build && npx @funpixel/tools verify` (or `probe`). Read `verify.json`.
30
+ 3. Classify each result: pass; fail (with the check and the reason); not observed. Not observed is
31
+ not a pass: it means a manual check is needed or a hook is missing (counting it as a pass once
32
+ turned 13 of 100 corpus games green on the platform's own probe).
33
+ 4. The idle run `check` records (`.funtools/idle.json`: no input after Play, time alive, deaths,
34
+ how it ended) shows whether the game kills a player who is still reading the screen; a death
35
+ under the genre's floor is worth a finding.
36
+ 5. Severity: S1 crash, unreachable play, no sound where sound is promised, broken save; S2 a mechanic broken or a control
37
+ dead on one input type; S3 cosmetic or an edge case; S4 polish.
38
+
39
+ ## Verdict
40
+
41
+ Begin with one line: `QA: APPROVED`, `QA: APPROVED WITH CONDITIONS` or `QA: NOT APPROVED`, then the
42
+ table of promises with pass, fail or not observed, and for each failure a reproduction (the check,
43
+ the input, the observed state). Any open S1 or S2 means not approved.
44
+
45
+ ## You do not
46
+
47
+ - Fix bugs or change the design.
48
+ - Approve a failed or unmeasured check because time is short; say what is missing instead.
49
+ - Invent test cases the design does not promise; ask for the promise first.
50
+
51
+ Credit: adapted from Claude Code Game Studios' qa-lead and qa-tester (MIT, © 2026 Donchitos); see
52
+ `THIRD_PARTY_NOTICES.md`.
53
+
54
+
55
+ ## Codex adapter
56
+ Read [the Codex workflow](references/codex.md). Its review envelope replaces the critic's final output format in this host.
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "fp-qa-lead"
3
+ short_description: "asked to act as the Funpixel qa-lead, or assigned that role by the Funpixel studio workflow."
4
+ policy:
5
+ allow_implicit_invocation: false
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,54 @@
1
+ # Funpixel in Codex
2
+
3
+ Use the shared Funpixel skills and tools. `$fp-new`, `$fp-verify`, `$fp-playtest`, `$fp-mobile-qa` and `$fp-publish` are the
4
+ command entry points. The seven specialist roles are skills here: `$fp-art-director`,
5
+ `$fp-audio-director`, `$fp-level-designer`, `$fp-qa-lead`, `$fp-player`, `$fp-critic` and `$fp-mobile-qa-seat`.
6
+ They carry the same role instructions as the Claude Code package. Pick the roles the task
7
+ needs; the full panel fits a requested complete-game review, not every asset or code edit.
8
+
9
+ The blind player and critic workflow works through separate agents with fresh context. A seat
10
+ that inherits the builder's conversation, or one agent playing four critics, scores what it was
11
+ told rather than what it sees (briefed seats scored 0.2 above blind ones on the same frames), so
12
+ give each agent its role skill and only the evidence that role permits. The player reads the
13
+ running game through funtools play, not its source. Critics see captures and the permitted
14
+ description, AD rules, screen measurements and their own previous verdict; another seat's scores
15
+ or the builder's code pull them toward it.
16
+
17
+ Run each critic seat separately, and let all four finish before handing back: a seat left running
18
+ in the background answered after one session had ended (one game's third session). Codex's SubagentStop
19
+ hook records their final messages, including asynchronous completions. If the host cannot
20
+ provide isolated agents or trusted hooks, report that acceptance step as unverified. The gate
21
+ cannot tell a verdict file the builder wrote from a seat's, so the files are the seats' alone. Role skills express access rules; they do not implement a host permission
22
+ sandbox.
23
+
24
+ ## Review identity
25
+
26
+ After build, verify, blind play and the full capture matrix, prepare an evidence packet. Take
27
+ the source fingerprint from the current `verify.json` and SHA-256 of the exact bytes of
28
+ `.funtools/capture/index.json`. Pass these two strings to each critic with its frames; the
29
+ critic takes them as given, since reading source would unblind it. The receipts are tied to
30
+ those two strings, so an edit or recapture before all seats finish makes them stale: that needs a
31
+ new packet and a fresh review.
32
+
33
+ For `$fp-critic` in Codex only, wrap the role's surface verdicts in one JSON object as the entire
34
+ final message (no Markdown fences or trailing prose):
35
+
36
+ ```json
37
+ {"kind":"funpixel-critic","fingerprint":"<provided source fingerprint>","capture_digest":"<provided capture index SHA-256>","surfaces":["<surface verdict objects from the critic rubric>"]}
38
+ ```
39
+
40
+ `surfaces` contains actual objects, with at least a `phone WIDTHxHEIGHT` and a
41
+ `desktop WIDTHxHEIGHT` surface. Use the same persona on every surface and score all seven axes
42
+ plus overall from 1–10. Keep prior findings and new findings in those objects. The hook writes
43
+ one receipt per agent under `.funtools/critic/`, preserving independent seat results without
44
+ racing on a shared state file. The Stop gate ignores receipts with stale source, changed captures or
45
+ malformed scores, and lists incomplete seats as open items. These local records are evidence for the workflow, not proof of
46
+ human approval or a server publishing policy.
47
+
48
+ ## Host setup
49
+
50
+ Enable the plugin, then review its hooks in `/hooks`; installation alone does not trust them.
51
+ Use the plugin's Funpixel MCP when authenticated, otherwise the skills' funtools fallback.
52
+ Hosted credentials may be absent; a second server inserted to work around missing authentication
53
+ sends the person's work somewhere they did not choose. A real MCP read call is what shows the
54
+ hosted integration works; record it as tested only after one.
@@ -0,0 +1,25 @@
1
+ ---
2
+ name: fp-smoke-build
3
+ description: Use when the person types $fp-smoke-build. The 10-minute smoke build before any full build — one locked-art picture and one generated 3D model in a bare scene, captured and judged.
4
+ ---
5
+
6
+ Before a full build, prove the kit end to end on this machine and account. In a new, empty folder next to
7
+ the plan (never the game itself), run:
8
+
9
+ `npx @funpixel/tools smoke-build ../smoke --plan <the folder holding design/plan.md and design/first-look/ref-*.png>`
10
+
11
+ It runs the shortest path a real build takes: `init --bare`, the plan's locked sheets imported and
12
+ pinned on the game's lock, one world picture and one 3D model through the hosted tools, both placed in
13
+ the scene, then capture, `check --world`, `score --target` against the plan's target frame, and one
14
+ progress card. It costs one picture and one model.
15
+
16
+ Read the four verdicts (exit 0 pass, 1 fail, 3 error; the record is `.funtools/smoke-build.json`):
17
+
18
+ 1. **a generated 3D model in the world** — a failed model is retried, switched (provider, tier), or put
19
+ to the person (`progress ask … --kind scope`); it is never drawn in code;
20
+ 2. **the locked look** — the picture came back drawn to a locked sheet, and the target score is at the bar;
21
+ 3. **no primitives** — the world read holds by name (no boxes, box figures, gliding cut-outs);
22
+ 4. **a real card** — the card carries a frame of the build.
23
+
24
+ Any FAIL means the full build would hand back what the last ones did. Fix the kit or the provider,
25
+ run the smoke again, and only then start the game. Report the four verdicts as they stand.
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "fp-smoke-build"
3
+ short_description: "The 10-minute smoke build before any full build — one locked-art picture and one generated 3D model in a bare scene, cap"
4
+ policy:
5
+ allow_implicit_invocation: false
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,59 @@
1
+ ---
2
+ name: fp-studio
3
+ description: Use when building or reviewing a Funpixel game in Codex and coordinating its specialist roles, blind player or critic panel.
4
+ ---
5
+
6
+ # Funpixel in Codex
7
+
8
+ Use the shared Funpixel skills and tools. `$fp-new`, `$fp-verify`, `$fp-playtest`, `$fp-mobile-qa` and `$fp-publish` are the
9
+ command entry points. The seven specialist roles are skills here: `$fp-art-director`,
10
+ `$fp-audio-director`, `$fp-level-designer`, `$fp-qa-lead`, `$fp-player`, `$fp-critic` and `$fp-mobile-qa-seat`.
11
+ They carry the same role instructions as the Claude Code package. Pick the roles the task
12
+ needs; the full panel fits a requested complete-game review, not every asset or code edit.
13
+
14
+ The blind player and critic workflow works through separate agents with fresh context. A seat
15
+ that inherits the builder's conversation, or one agent playing four critics, scores what it was
16
+ told rather than what it sees (briefed seats scored 0.2 above blind ones on the same frames), so
17
+ give each agent its role skill and only the evidence that role permits. The player reads the
18
+ running game through funtools play, not its source. Critics see captures and the permitted
19
+ description, AD rules, screen measurements and their own previous verdict; another seat's scores
20
+ or the builder's code pull them toward it.
21
+
22
+ Run each critic seat separately, and let all four finish before handing back: a seat left running
23
+ in the background answered after one session had ended (one game's third session). Codex's SubagentStop
24
+ hook records their final messages, including asynchronous completions. If the host cannot
25
+ provide isolated agents or trusted hooks, report that acceptance step as unverified. The gate
26
+ cannot tell a verdict file the builder wrote from a seat's, so the files are the seats' alone. Role skills express access rules; they do not implement a host permission
27
+ sandbox.
28
+
29
+ ## Review identity
30
+
31
+ After build, verify, blind play and the full capture matrix, prepare an evidence packet. Take
32
+ the source fingerprint from the current `verify.json` and SHA-256 of the exact bytes of
33
+ `.funtools/capture/index.json`. Pass these two strings to each critic with its frames; the
34
+ critic takes them as given, since reading source would unblind it. The receipts are tied to
35
+ those two strings, so an edit or recapture before all seats finish makes them stale: that needs a
36
+ new packet and a fresh review.
37
+
38
+ For `$fp-critic` in Codex only, wrap the role's surface verdicts in one JSON object as the entire
39
+ final message (no Markdown fences or trailing prose):
40
+
41
+ ```json
42
+ {"kind":"funpixel-critic","fingerprint":"<provided source fingerprint>","capture_digest":"<provided capture index SHA-256>","surfaces":["<surface verdict objects from the critic rubric>"]}
43
+ ```
44
+
45
+ `surfaces` contains actual objects, with at least a `phone WIDTHxHEIGHT` and a
46
+ `desktop WIDTHxHEIGHT` surface. Use the same persona on every surface and score all seven axes
47
+ plus overall from 1–10. Keep prior findings and new findings in those objects. The hook writes
48
+ one receipt per agent under `.funtools/critic/`, preserving independent seat results without
49
+ racing on a shared state file. The Stop gate ignores receipts with stale source, changed captures or
50
+ malformed scores, and lists incomplete seats as open items. These local records are evidence for the workflow, not proof of
51
+ human approval or a server publishing policy.
52
+
53
+ ## Host setup
54
+
55
+ Enable the plugin, then review its hooks in `/hooks`; installation alone does not trust them.
56
+ Use the plugin's Funpixel MCP when authenticated, otherwise the skills' funtools fallback.
57
+ Hosted credentials may be absent; a second server inserted to work around missing authentication
58
+ sends the person's work somewhere they did not choose. A real MCP read call is what shows the
59
+ hosted integration works; record it as tested only after one.
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "fp-studio"
3
+ short_description: "building or reviewing a Funpixel game in Codex and coordinating its specialist roles, blind player or critic panel."
4
+ policy:
5
+ allow_implicit_invocation: true
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,20 @@
1
+ ---
2
+ name: fp-verify
3
+ description: Use when the person types $fp-verify. Build and verify the Funpixel game in this folder, fix what fails, and stop when it passes.
4
+ ---
5
+
6
+ Run `npm run build`, then `npx @funpixel/tools verify` (or `npx @funpixel/tools check`: both and
7
+ the rules suite in one call) in the game folder now (the one with `funpixel.json`). If the Funpixel MCP is connected and the local build cannot run, use `build` then
8
+ `probe` instead.
9
+
10
+ Then, following the `funpixel-verify` skill:
11
+
12
+ 1. Read the exit code: 0 pass, 1 fail, 2 nothing measured (not a pass), 3 a tool error.
13
+ 2. For every FAIL line, fix the cause in the game, rebuild, verify again. A check weakened, or a
14
+ state field negated to pass it, makes verify report a game that does not exist (the harness
15
+ learned this on control checks passed by flipping a sign instead of fixing the camera).
16
+ 3. Exit 2: declare the missing `__FPX_*` hooks, then verify again.
17
+ 4. On exit 0, press the real start control once (the front door) and confirm the play screen:
18
+ verify enters play through its hooks and skips the title, so a dead Play button still passes it.
19
+ 5. Green is where this command ends. Report the verdict, what you fixed, and anything you could
20
+ not verify.
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "fp-verify"
3
+ short_description: "Build and verify the Funpixel game in this folder, fix what fails, and stop when it passes."
4
+ policy:
5
+ allow_implicit_invocation: false
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,89 @@
1
+ ---
2
+ name: funpixel-3d
3
+ description: Use when a 3D game needs a model or a place, or one is wrong (a character, creature, vehicle or prop; a GLB that draws black, will not animate, slides its feet or is too heavy for a phone; grey or plastic skin across a cast; a 3D level, an interior or a set, or a scene that must match a painted target). In Unity, follow references/unity.md.
4
+ ---
5
+
6
+ # 3D models and places
7
+
8
+ A generated GLB is paid, slow and can load without an error while it renders flat grey, stands
9
+ frozen, skates, sinks into the floor or carries 100K triangles where a phone draws 6K. None of these
10
+ throws, and an idle-pose screenshot hides most of them. This skill picks the lane per object, checks
11
+ every model on the bench before code depends on it, gives a cast one skin, and builds levels from a
12
+ spec. The person's locked choices override every default here.
13
+
14
+ ## Route by the job
15
+
16
+ | The job | Read |
17
+ |---|---|
18
+ | A new character, creature, vehicle or prop: lane, concept image, price, clips, loading | [models](references/models.md), [hero-route](references/hero-route.md), [concept-image](references/concept-image.md), [three-loading](references/three-loading.md) |
19
+ | A model that is wrong or heavy: inspect, rig, clips, optimize, finalize, proof | [bench](references/bench.md), [reading](references/reading.md), [budgets](references/budgets.md) |
20
+ | Skin across a cast, a variant on the same mesh | [skin](references/skin.md) |
21
+ | A level from a spec: blockout, colliders, markers, dressing | [level-spec](references/level-spec.md), [light-and-places](references/light-and-places.md) |
22
+ | A scene that must match a painted target; skies | [painted-target](references/painted-target.md), [skyboxes](references/skyboxes.md) |
23
+ | A Unity project | [unity](references/unity.md), [engine-targets](references/engine-targets.md) |
24
+
25
+ ## Tools
26
+
27
+ - `generate_3d_model`: a prompt or image URL to a GLB; `style` `standard` (~160 credits), `hero` or
28
+ `lowpoly` (~45); `animations` rigs a humanoid biped. Long runs return a job id for `get_job`: a
29
+ timed-out job still runs, paid for, so collect it and never resubmit.
30
+ - `generate_image` makes the concept image; `list_characters`, `get_character` (free) and
31
+ `restyle_character` give rigged characters that already move; `get_material` after
32
+ `find_material` for free CC0 HDRIs and PBR sets; `generate_skybox` for a sky.
33
+ - The bench, about 1 credit a step: `inspect_model` (free), `rig_model`, `audit_clips` (free),
34
+ `optimize_model`, `finalize_model`, `render_model`, `lod_model`, `texture_stats` (free),
35
+ `fracture_model`.
36
+ - `author_skin` (about 3 credits) and `retexture_model` for skin and variants.
37
+ - `build_level` turns `design/level.json` into `level.glb` with `plan.png`, `view.png`, the markers
38
+ and the collider audit.
39
+ - `inspect_scene`, `capture_view` and `screenshot` show it in the game at the camera you ship.
40
+ - Local: `npx @funpixel/tools model --local inspect|render|finalize|level <file>` on your own
41
+ Blender (free); `npx @funpixel/tools gen model3d` with a paid key; `fidelity` scores a model
42
+ against its views; `look --3d` says whether the heroes are code primitives or models; `reach`
43
+ names markers nothing reaches. With none of these, build from palette primitives and name the
44
+ stand-in.
45
+
46
+ ## The order that avoids rework
47
+
48
+ 1. **A lane per object,** written in the design note with its cost: a humanoid a library character
49
+ fits → `get_character`; a hero the camera frames close → `standard` from a concept image; a body
50
+ whose size is a stat → primitives in code; animal, blob or vehicle → a static mesh animated in
51
+ code; crates and walls → primitives; crowds → one model instanced, with a far LOD.
52
+ 2. **A concept image first:** one subject, whole, straight on, plain light background, flat light;
53
+ a rig needs an A-pose, empty hands and fitted clothing. Text-to-3D invents its own design.
54
+ 3. **Say the price, start early,** and pass `confirm_cost` only when the person allowed it. Retry a
55
+ failed humanoid alone: parallel resubmits have all failed where serial ones passed.
56
+ 4. **The bench before wiring:** `inspect_model` (act on findings before facts; `-1` means not
57
+ measured), a rig check before paying for motion, `audit_clips` with `expected` set to every clip
58
+ name the code plays, then the contact sheet. Rig before decimating; decimate before welding.
59
+ 5. **Optimize to the device,** `phone`, `desktop` and `high` cuts from the kept source; `finalize_model`
60
+ with `keep_clips`; the proof render, not the success message, is the fix.
61
+ 6. **One material direction** for generated and code-built objects; compare them under the game's
62
+ light at phone size.
63
+ 7. **Skin:** one tone per character in a cast table; `retexture_model` before `author_skin`, never
64
+ after; read `marks` and `proof.png`, then fix the scene light rather than the tone per shot.
65
+ 8. **Levels:** a table of areas, doors, routes and every named point before the spec; blockout with
66
+ no props; walk every route in the game (a hidden `colliders` node, a kill plane under the
67
+ floor); dress with the kit to zero audit findings; read markers by name and fail loudly.
68
+ 9. **Report what you could not fix:** a dragging limb, a clip replaced by code motion, a model
69
+ checked by eye only, a scene over budget, each by name.
70
+
71
+ ## Worked example
72
+
73
+ A runner's knight hero: lanes in the note (knight generated and rigged; coins, crates and track in
74
+ code). A concept image, front view, A-pose, hands empty. "About 248 credits, rigged with idle, run
75
+ and jump. Go ahead?" Yes. The call times out; `get_job` returns `knight.glb`, 98K triangles.
76
+ `audit_clips` finds all three clips; `optimize_model` cuts it to 6K for a phone; `finalize_model`
77
+ keeps the three clips and its contact sheet shows it lit from every side. Hand-back: "Knight rigged
78
+ with three clips; the rest is code, one material."
79
+
80
+ ## Common mistakes
81
+
82
+ - Text-to-3D for the hero: the model drifts from the 2D art.
83
+ - `animations` on a dog or a slime: the rig step is skipped and the money buys nothing.
84
+ - `root.clone()` for a second enemy: every copy shares one skeleton and stands frozen.
85
+ - A clip name typed from memory (`hurt` against `hit`): it loads and never plays.
86
+ - Running `author_skin` before `retexture_model`: the repaint paints over the skin.
87
+ - Colliding against the art mesh, or dressing before walking the blockout.
88
+
89
+ Adapted in part from scenario-labs/skills (MIT); see THIRD_PARTY_NOTICES.md.
@@ -0,0 +1,12 @@
1
+ interface:
2
+ display_name: "funpixel-3d"
3
+ short_description: "a 3D game needs a model or a place, or one is wrong (a character, creature, vehicle or prop; a GLB that draws black, wil"
4
+ policy:
5
+ allow_implicit_invocation: true
6
+ dependencies:
7
+ tools:
8
+ - type: "mcp"
9
+ value: "funpixel"
10
+ description: "Funpixel MCP (generation, build, probe, publish)"
11
+ transport: "streamable_http"
12
+ url: "https://api.funpixel.ai/mcp"
@@ -0,0 +1,48 @@
1
+ # The model bake-off: several candidates, one judged against the master
2
+
3
+ One game tried its hero three ways (three providers' takes of the same front picture) and picked
4
+ from turntable sheets; another made two to four models of each crew member before one held.
5
+ A model is the most expensive asset a game makes, and the first one is rarely the keeper. The
6
+ bake-off makes the choice cheap to see and puts it on record.
7
+
8
+ Adapted from scenario-labs/skills (MIT, © 2026 Scenario; the model-comparison skill); see
9
+ THIRD_PARTY_NOTICES.md. The words and the tools are ours.
10
+
11
+ ## The rules, set before the candidates exist
12
+
13
+ - **One input for all.** Every candidate is made from the same master picture (the cast member's
14
+ `design/cast/<id>/master.png`, or the item's `from` picture). Changing the input mid-way makes
15
+ the comparison about the input.
16
+ - **A budget first.** N candidates cost N models (105 credits each at `standard`): price the run
17
+ (`assets gen --dry-run`) and say it. Three is the hero's default; every other model makes one.
18
+ Three engines make three honest candidates from one picture: `engine: "meshy"` (~160),
19
+ `"hunyuan"` (~105) and `"rodin"` (~80, static only; `gen model3d --engine meshy|hunyuan|rodin`).
20
+ - **The same framing for every render.** Each candidate is rendered round by the Blender bench
21
+ (local and free with your own Blender 4.2+; the same verb the hosted bench runs) and scored on
22
+ its best view against the master: outline overlap 0.65, colour 0.35.
23
+ - **Measurements before taste.** The numbers remove the wrong design. They do not choose between
24
+ two good takes: when the top two are within 0.03 the run says it is a tie, and the identity seat
25
+ or the owner chooses.
26
+
27
+ ## In the manifest
28
+
29
+ ```json
30
+ { "name": "ren3d", "kind": "model3d", "cast": "ren", "draws": 3, "optimize": { "device": "phone" } },
31
+ { "name": "renrig", "kind": "rig", "from": "ren3d", "clips": ["idle", "walk"],
32
+ "retarget": { "character": "<a stocked 3D character>", "clips": ["run"] },
33
+ "optimize": { "device": "phone", "budget": "character" } }
34
+ ```
35
+
36
+ The kept candidate is the file; every candidate's score and best render are in the lock
37
+ (`bakeoff`), the draws under `.funtools/assets/draws/<name>/`. A mover then runs the rig chain as
38
+ one item: `rig_model`, then authored `motions` (`author_motion`), then clips carried from a stocked
39
+ character (`retarget_clips`), then the optimizer level for the platform. Decimate after rigging,
40
+ never before (step 5 of the skill).
41
+
42
+ ## What it showed on real files
43
+
44
+ On the first game's own models, rendered by the bench: each prop's model was ranked first against its own
45
+ reference picture, by 0.03 to 0.13 over the next (crate, door, lockers, canister, bell); the three
46
+ providers' takes of the hero scored within 0.03 of each other, and well above any prop. The team
47
+ kept the Rodin take for reasons a silhouette cannot see (triangle budget, separable limbs). That is
48
+ the job of the numbers: a short list of on-model candidates, never the final word on taste.