@genex-ai/cli-demo 1.32.2 → 1.32.3-dev.679
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.
- package/dist/{blender-mcp-X66ZZ4TN.js → blender-mcp-Q6PSFYSE.js} +2 -2
- package/dist/{blender-serve-PVVCH3S6.js → blender-serve-BF4FZ55Z.js} +1 -1
- package/dist/{chunk-OJAXYQ5L.js → chunk-2COG4P3T.js} +1 -1
- package/dist/{chunk-5FA2WLM7.js → chunk-HYCSNWYX.js} +1 -1
- package/dist/index.js +544 -144
- package/package.json +1 -1
- package/templates/skills/genex-ai-character/SKILL.md +7 -1
- package/templates/skills/genex-ai-model/SKILL.md +12 -0
- package/templates/skills/genex-ai-texture/SKILL.md +1 -1
- package/templates/skills/genex-ai-video/SKILL.md +1 -1
- package/templates/skills/genex-game-director/SKILL.md +25 -13
- package/templates/skills/genex-getting-started/SKILL.md +2 -2
- package/templates/skills/genex-lane-card/SKILL.md +26 -5
- package/templates/skills/genex-updates/SKILL.md +1 -1
package/package.json
CHANGED
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{
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"name": "@genex-ai/cli-demo",
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"version": "1.32.
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"version": "1.32.3-dev.679",
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"description": "Set up your project's agent workspace (.claude/.codex/.cursor in the game folder), authorize, create a game project, generate AI assets, and publish (genex CLI).",
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"type": "module",
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"bin": {
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@@ -180,7 +180,13 @@ second paid request. In the default lane, `--user-approved` and
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the real images. When the player explicitly requested a custom character,
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never add `--user-approved` until they have actually seen and selected the
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candidate, and never add `--approve-remesh <faces>` until they have seen the
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four high-detail views and measured face count.
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four high-detail views and measured face count. Every character lane —
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concept, preview, finalize, animate — counts against the same asset allowance
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`npx genex budget` prints for the rest of the belt, the quote each stage
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prints is exactly what it charges against that allowance, and a stage refused
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past it is a question for the player with the number (the wallet is not empty;
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`npx genex budget --assets <credits> --user-approved` raises it on their
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word), never an out-of-credits fallback to the VRM avatar.
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Before handoff, capture idle, walk, run, crouch-idle, crouch-move, and jump.
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Inspect shoulders, elbows, wrists, and hands as well as the feet. Reject
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with a procedurally-coded placeholder (a simple Three.js primitive-based stand-in
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mesh) and mark the spot with `// TODO(genex): regenerate when credits refill` so
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the real asset is one command away later. Do not stop the session over this.
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- **Refused by the build's asset allowance** (the command prints the allowance,
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what this build has spent, and this generation's price) — the build, not the
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account, is at its limit: every build has an asset allowance sized from the
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wallet, and this generation would take it past that. The wallet is not empty
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and nothing was charged, so this is not the out-of-credits case above and the
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placeholder-and-refill route is wrong here. Tell the user the numbers the CLI
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printed (`npx genex budget` shows them again) and ask whether to raise the
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allowance — only their explicit approval does: `npx genex budget --assets
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<credits> --user-approved`. While you wait, or if no answer comes, code-build
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the piece (`$genex-threejs-procedural-assets`) to the same bar and record
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`Generation: none — allowance` on its row. Never re-run the command hoping for
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a different answer, and never report this as being out of credits.
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- **"Email not verified" (`email_verification_required`)** — generation credits
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unlock after the account's email is verified. Give the user the verify link the
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CLI printed, wait for them to confirm, then re-run the command.
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## Troubleshooting
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- **"Not authorized"** — run `npx @genex-ai/cli-demo@
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- **"Not authorized"** — run `npx @genex-ai/cli-demo@dev init` first (it writes your `GENEX_TOKEN`).
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- **"Out of credits" (`insufficient_credits`)** — the account has no credits left for
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this texture generation. Tell the user the facts the CLI printed: their balance,
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this generation's cost, and when their credits refill. Then offer to continue the
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## Troubleshooting
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- **"Not authorized"** — run `npx @genex-ai/cli-demo@
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- **"Not authorized"** — run `npx @genex-ai/cli-demo@dev init` first (it writes your `GENEX_TOKEN`).
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- **"Prompt rejected"** — the provider's content-safety filter blocked the prompt.
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This is non-retryable; retrying the same wording fails again. Rewrite the prompt.
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The measured false-positive class is anatomy being pierced or entered
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| Work needed | Load |
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| --- | --- |
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| **your first `npx genex model` or `npx genex character` this session** — the command, what comes back, how to scale and ground it, and what to do when a lane is dead. One page, thirty seconds. The full lanes below are long; measured across 105 generation-lane invocations, 94% ran without the owning skill open, and placement is where that showed | `$genex-lane-card` |
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| **your first `npx genex model` or `npx genex character` this session** — the command, what comes back, how to scale and ground it, what the build may spend, and what to do when a lane is dead. One page, thirty seconds. The full lanes below are long; measured across 105 generation-lane invocations, 94% ran without the owning skill open, and placement is where that showed | `$genex-lane-card` |
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| shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, mouse-aimed action, mouse-look, the screen-direction contract for hand-rolled steering/pan/look input signs, floating origins | `$genex-threejs-camera-direction` |
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| on-foot player movement: walk/run/jump/crouch, third-person character, slopes, stairs, moving platforms, the player's body loader, directional locomotion, transitions, action motion | `$genex-threejs-character-controller` |
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| **attacking, casting, aiming or reloading WHILE moving** — any action the legs must keep running under; a weapon carry stance over stock locomotion; a wind-up the character holds while walking | `$genex-threejs-character-controller` (`references/animations.md`, upper-body layering) |
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lives, and a table with no generated row records
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`Generation: none — <why code alone reaches the bar here>` beside it. Mixing
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both in one scene is the normal way to build, never a fallback. In focused
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work, stay inside the touched scope. Generate in batches you can finish
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work, stay inside the touched scope. Generate in batches you can finish, and
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generate what the wallet can carry: every build has an asset allowance, and
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`npx genex budget` prints it live with the price of each kind. Each Assets row
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carries its kind's price from that output, and the table's total is checked
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against the allowance before the first `--no-wait` is sent. A table that does
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not fit is trimmed from the bottom — the nice-to-have props — never from the
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top, which is what the request names; a trimmed row stays in the table as
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`Generation: none — allowance`, so the reason is legible, and the player is
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asked with the number before the trim — with no answer, the trim stands and
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the summary says so — since only their explicit approval raises the allowance
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(`npx genex budget --assets <credits> --user-approved`). The first batch is
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the smallest set that makes the scene read — the player's body, whatever the
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request names, and the first thing they walk up to — enqueued together with
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`--no-wait` while you scaffold. Before a second batch starts, every id in the
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first is collected with `npx genex wait --all`, loaded from a file in `src/`,
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and seen in a capture. A batch begun while the previous one is still
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uncollected is how a game ends up with an asset library and an empty world.
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Both are enforced, not merely advised: unshipped generations are counted and
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the generate commands refuse past a ceiling, which `npx genex preview` resets
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to zero, and a paid command that would take the build past its allowance is
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refused with the numbers, whatever the wallet holds. The ratchet has no total
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— preview between batches and generate as much as the game needs; the
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allowance is the total, and it is meant to be spent on the named things, not
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left over. Preserve every id, URL and wiring state across a compaction.
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## 5. Execute by working mode
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```bash
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mkdir my-game && cd my-game
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npx @genex-ai/cli-demo@
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npx @genex-ai/cli-demo@dev link <slug> # slug = the name in the play URL
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npm install
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```
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and your own files are never touched:
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```bash
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npx @genex-ai/cli-demo@
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npx @genex-ai/cli-demo@dev init
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```
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Use `--force` only if you intentionally want your own existing files overwritten
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---
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name: genex-lane-card
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description: The asset belt on one page — the command, what comes back, how to place it so it is not a speck or a wall, and what to do when a lane is dead. Read this before your first `npx genex model` or `npx genex character`. The full lanes are `$genex-ai-model` and `$genex-ai-character`; this card is what you need to not get it wrong.
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description: The asset belt on one page — the command, what comes back, how to place it so it is not a speck or a wall, what the build may spend, and what to do when a lane is dead. Read this before your first `npx genex model` or `npx genex character`. The full lanes are `$genex-ai-model` and `$genex-ai-character`; this card is what you need to not get it wrong.
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---
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# Genex · Lane card
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player are counted, and the count resets to zero every time you `npx genex
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preview`. Hit it and the command refuses with the number and the fix.
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It is not a spend limit
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generate as much as the game needs. What
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whole cast or a shelf of props before the
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It is not a spend limit (that is the allowance, next section) and it has no
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total — preview between batches and generate as much as the game needs. What
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it stops is one thing: fanning out a whole cast or a shelf of props before the
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player has seen any of it. If you are refused, you are not out of anything.
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You have work that nobody has looked at.
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```bash
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npx genex model "..." --no-wait # a batch you can finish
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npx genex preview # free, seconds — and the count is zero again
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```
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## Generate what the wallet can carry
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Every build also has an **asset allowance** — a slice of the account's credits,
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sized from the live balance the first time a paid command runs and held still
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after that. `npx genex budget` prints it live: balance, spendable, the
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allowance, spent this build, remaining, and the price of every kind. Run it
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before the first batch and after each preview.
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The allowance is the build's asset money and it is MEANT to go on what the
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brief names — leaving it unspent while you code-build the named things is as
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wrong as draining it on props. Plan the asset table against it: the named
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things first, then what makes the scene read, on the cheapest lane that reaches
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the bar. If the plan needs more than it holds, ask the player with the number
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BEFORE trimming; only their word raises it (`npx genex budget --assets
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<credits> --user-approved`). If no answer comes and the build must proceed,
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generate the named things first, code-build the rest, and say so in the
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summary. A refusal past the allowance means the build has reached its
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allowance, not that the account is empty; failed generations are refunded and
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do not count.
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## The one rule
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An asset is not done when the command exits. It is done when something in
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Run exactly the command the nudge printed, from the game project root:
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```bash
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npm i -D @genex-ai/cli-demo@
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npm i -D @genex-ai/cli-demo@dev # the genex CLI (a dev dependency)
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npm i @genex-ai/embed-sdk@latest # identity/saves SDK (ships inside the game)
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npm i @genex-ai/multiplayer@latest # multiplayer SDK (only if the game uses it)
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```
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