Agent skill

Phaser 4 Cameras

by autonomous-ai in autonomous-ai/openharness

Guide to cameras in Phaser 4: the CameraManager, main camera, viewport and scroll, zoom, bounds, following sprites, effects, multiple cameras and minimaps.

MITAuto-check passedGame Development

Install Phaser 4 Cameras

skills CLI
$ npx skills add autonomous-ai/openharness --skill cameras -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness cameras --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/cameras .claude/skills/cameras && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
cameras
GitHub stars
1.2k
Token cost
~4k tokens
SKILL.md length
941 words
Files
2 (incl. references)
Skills in repo
99
Repo updated
First seen
Licence
MIT

At a glance

Guide to cameras in Phaser 4: the CameraManager, main camera, viewport and scroll, zoom, bounds, following sprites, effects, multiple cameras and minimaps.

  • Works in 2 steps: Viewport -- The physical rectangle on… → Scroll -- Where the Camera is "looking"…
  • Making the camera follow the player sprite in a Phaser 4 scene
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and Events
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

This skill documents the camera system in Phaser 4 for game code. Every Scene has a `CameraManager` at `this.cameras`, which starts with one default camera that becomes the main camera. It explains the manager's methods for adding, adding an existing camera, removing, finding by name, counting, building from JSON config, resetting and resizing, and the cases in which the `main` reference changes.

Beyond the basics it covers viewport versus scroll, zoom, bounds, following sprites, camera effects such as fade, flash, shake, pan, zoom and rotation, ignore lists, filters and keyboard controls, along with multiple-camera and minimap setups. One noted limit is that only the first 32 cameras can exclude game objects through `ignore()`, because camera IDs are bitmasks. The page lists Phaser source paths for the camera classes, points to related skills on game setup, sprites and filters, and keeps a longer reference in `references/REFERENCE.md`.

When your agent uses it

  • Making the camera follow the player sprite in a Phaser 4 scene
  • Adding screen shake, fade or flash effects to game events
  • Setting up a second camera for a minimap or split view
  • Limiting camera scrolling to the world bounds

Example prompts

  • “Make the main camera follow the player with a little smoothing and stop at the level bounds.”
  • “Add a screen shake and a red flash when the player takes damage.”
  • “Create a minimap camera in the top-right corner that ignores the HUD objects.”
  • “Fade the camera out and switch scenes when the player reaches the exit.”

Requirements

  • A Phaser 4 project

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. Viewport -- The physical rectangle on the canvas where the Camera renders. Controlled by setPosition(x, y), setSize(w, h), or…
  2. Scroll -- Where the Camera is "looking" in the game world. Controlled by scrollX / scrollY properties or setScroll(x, y). Scrolling does…

What it can do on your machine

Read from SKILL.md and the folder at commit 74c2733. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Phaser 4 Cameras loads about 4k tokens when it runs, and up to ~5.8k if it reads all its reference files. Until then it costs about 65 tokens; SKILL.md has 941 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~65
When it runs · the whole SKILL.md, loaded when a task matches
~4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit 74c2733, republished under its MIT licence (© autonomous-ai). 941 words, ~3,974 tokens.

Download SKILL.mdSave it as .claude/skills/cameras/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
cameras
description
Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites, scroll, bounds, viewports, multiple cameras, and minimap. Triggers on: camera, viewport, scroll, zoom, follow, shake, fade.

Cameras

Camera system in Phaser 4 -- CameraManager, main camera, viewport vs scroll, zoom, bounds, following sprites, camera effects (fade, flash, shake, pan, zoomTo, rotateTo), ignore lists, filters, and keyboard controls.

Key source paths: src/cameras/2d/CameraManager.js, src/cameras/2d/BaseCamera.js, src/cameras/2d/Camera.js, src/cameras/2d/effects/, src/cameras/controls/ Related skills: ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../filters-and-postfx/SKILL.md

Quick Start

js
// In a Scene's create() method:

// Access the default camera (created automatically)
const cam = this.cameras.main;

// Scroll the camera to look at a different part of the world
cam.setScroll(200, 100);

// Center camera on a world coordinate
cam.centerOn(400, 300);

// Zoom in (2x) -- values < 1 zoom out, > 1 zoom in
cam.setZoom(2);

// Follow a sprite with smooth lerp
cam.startFollow(player, false, 0.1, 0.1);

// Constrain the camera to the world bounds
cam.setBounds(0, 0, 2048, 2048);

// Fade in from black over 1 second
cam.fadeIn(1000);

// Add a filter to the camera (v4 feature)
cam.filters.external.addBlur(1, 2);

Core Concepts

CameraManager

Every Scene has a CameraManager accessible via this.cameras. It manages all cameras for that Scene and is registered as a plugin under the key 'CameraManager'.

js
// The manager is at this.cameras (not this.camera)
this.cameras              // CameraManager instance
this.cameras.cameras      // Array of Camera objects (render order)
this.cameras.main         // Reference to the "main" camera (first one by default)
this.cameras.default      // Un-transformed utility camera (not in the cameras array)

Key methods on CameraManager:

MethodSignatureDescription
add(x?, y?, width?, height?, makeMain?, name?)Create a new Camera. Defaults to full game size at 0,0. Returns Camera.
addExisting(camera, makeMain?)Add a pre-built Camera instance. Returns the Camera or null if it already exists.
remove(camera, runDestroy?)Remove and optionally destroy a Camera or array of Cameras. If main is removed, resets to cameras[0].
getCamera(name)Find a Camera by its name string. Returns Camera or null.
getTotal(isVisible?)Count cameras. Pass true to count only visible ones.
fromJSON(config)Create cameras from a config object or array. Used for scene-level camera config.
resetAll()Destroy all cameras and create one fresh default camera.
resize(width, height)Resize all cameras to given dimensions.

Camera limit: The manager supports up to 32 cameras that can use ignore() for Game Object exclusion (IDs are bitmasks). Cameras beyond 32 get ID 0 and cannot exclude objects.

Main Camera

The main property is a convenience reference to a Camera, typically cameras[0]. It is set automatically when:

  • The scene boots (first camera created becomes main)
  • You pass makeMain: true to add() or addExisting()
  • The current main camera is removed (falls back to cameras[0])
Viewport vs World (Scroll)

A Camera has two independent coordinate concepts:

  1. Viewport -- The physical rectangle on the canvas where the Camera renders. Controlled by setPosition(x, y), setSize(w, h), or setViewport(x, y, w, h). By default, fills the entire game canvas.

  2. Scroll -- Where the Camera is "looking" in the game world. Controlled by scrollX / scrollY properties or setScroll(x, y). Scrolling does not affect the viewport rectangle.

js
// Viewport: a 320x200 mini-map in the top-right corner
const miniCam = this.cameras.add(480, 0, 320, 200);

// Scroll: make the mini-map look at a different world area
miniCam.setScroll(1000, 500);

// Zoom: the mini-cam shows more of the world
miniCam.setZoom(0.25);

worldView is a read-only Rectangle updated each frame that reflects what area of the world the camera can currently see, accounting for scroll, zoom, and bounds. Use it for culling or intersection checks.

js
const view = cam.worldView; // { x, y, width, height }

Common Patterns

Scrolling the Camera
js
// Direct property access
cam.scrollX = 100;
cam.scrollY = 200;

// Chainable setter
cam.setScroll(100, 200);

// Center the camera on a world coordinate
cam.centerOn(500, 400);

// Get the scroll values needed to center on a point (without moving)
const point = cam.getScroll(500, 400); // returns Vector2
Following a Sprite
js
// Instant follow (lerp = 1, the default)
cam.startFollow(player);

// Smooth follow with lerp (0..1, lower = smoother)
cam.startFollow(player, false, 0.1, 0.1);

// Full signature:
// startFollow(target, roundPixels?, lerpX?, lerpY?, offsetX?, offsetY?)
cam.startFollow(player, true, 0.05, 0.05, 0, -50);

// Change lerp or offset after starting follow
cam.setLerp(0.08, 0.08);
cam.setFollowOffset(0, -50);

// Dead zone: camera only scrolls when target leaves this rectangle
cam.setDeadzone(200, 150);

// Stop following
cam.stopFollow();

startFollow accepts any object with x and y properties -- it does not have to be a Game Object. Lerp of 1 snaps instantly; 0.1 gives smooth tracking. A lerp of 0 on an axis disables tracking on that axis.

When a deadzone is set, the camera does not scroll while the target remains inside the deadzone rectangle. The deadzone is re-centered on the camera midpoint each frame.

Zoom
js
// Uniform zoom
cam.setZoom(2);       // 2x zoom in
cam.setZoom(0.5);     // zoom out (see twice as much)

// Independent horizontal/vertical zoom
cam.setZoom(2, 1);    // stretch horizontally

// Read current zoom
cam.zoom;    // shortcut -- reads zoomX (assumes uniform)
cam.zoomX;
cam.zoomY;

Never set zoom to 0. The minimum is clamped to 0.001.

Bounds
js
// Constrain scrolling to a world area
cam.setBounds(0, 0, worldWidth, worldHeight);

// Center on the new bounds immediately
cam.setBounds(0, 0, 2048, 2048, true);

// Temporarily disable bounds without removing them
cam.useBounds = false;

// Remove bounds entirely
cam.removeBounds();

// Read the current bounds
const rect = cam.getBounds(); // returns a new Rectangle copy

Bounds only restrict scrolling. They do not prevent Game Objects from being placed outside the bounds, and they do not affect the viewport position.

Multiple Cameras
js
// Full-screen main camera
const main = this.cameras.main;

// Mini-map in top-right corner
const minimap = this.cameras.add(600, 0, 200, 150).setZoom(0.2).setName('minimap');
minimap.setScroll(0, 0);
minimap.setBackgroundColor('rgba(0,0,0,0.5)');

// HUD camera that doesn't scroll (ignores world objects, shows HUD layer only)
const hudCam = this.cameras.add(0, 0, 800, 600).setName('hud');
hudCam.setScroll(0, 0);

// Make the main camera ignore HUD objects
main.ignore(hudGroup);
// Make the HUD camera ignore world objects
hudCam.ignore(worldGroup);

// Find a camera by name
const found = this.cameras.getCamera('minimap');

// Remove a camera
this.cameras.remove(minimap);
Camera Effects

All effects are on the Camera class (not BaseCamera). Each returns this for chaining. Effects that are already running will not restart unless you pass force: true.

Fade
js
// Fade out to black over 1 second
cam.fadeOut(1000);

// Fade out to red
cam.fadeOut(1000, 255, 0, 0);

// Fade in from black over 500ms
cam.fadeIn(500);

// Lower-level: fade (out direction) and fadeFrom (in direction)
// with a force parameter
cam.fade(1000, 0, 0, 0, true);       // force start even if running
cam.fadeFrom(1000, 0, 0, 0, true);

// With per-frame callback
cam.fadeOut(1000, 0, 0, 0, (cam, progress) => {
    // progress goes from 0 to 1
});

Fade direction: fadeOut / fade goes transparent-to-color. fadeIn / fadeFrom goes color-to-transparent.

Flash
js
// White flash over 250ms (default)
cam.flash(250);

// Red flash over 500ms
cam.flash(500, 255, 0, 0);

// Full signature: flash(duration?, r?, g?, b?, force?, callback?, context?)
cam.flash(300, 255, 255, 255, true, (cam, progress) => {});
Shake
js
// Default shake: 100ms at intensity 0.05
cam.shake(100);

// Stronger shake for 500ms
cam.shake(500, 0.02);

// Independent x/y intensity using a Vector2
cam.shake(300, new Phaser.Math.Vector2(0.1, 0.02));

// Full signature: shake(duration?, intensity?, force?, callback?, context?)

The intensity value is a small float. The default 0.05 means the camera shifts up to 5% of the viewport size.

Pan
js
// Pan camera center to world coordinate (400, 300) over 2 seconds
cam.pan(400, 300, 2000);

// With easing
cam.pan(400, 300, 2000, 'Power2');

// Full signature: pan(x, y, duration?, ease?, force?, callback?, context?)
cam.pan(800, 600, 1500, 'Sine.easeInOut', false, (cam, progress, x, y) => {});

Pan scrolls the camera so its viewport center finishes at the given world coordinate.

ZoomTo
js
// Animate zoom to 2x over 1 second
cam.zoomTo(2, 1000);

// With easing
cam.zoomTo(0.5, 2000, 'Cubic.easeOut');

// Full signature: zoomTo(zoom, duration?, ease?, force?, callback?, context?)
Show full SKILL.md (378 more words)Show less
RotateTo
js
// Rotate camera to 45 degrees (in radians) over 1 second
cam.rotateTo(Phaser.Math.DegToRad(45), false, 1000);

// Shortest path rotation
cam.rotateTo(Math.PI, true, 1500, 'Quad.easeInOut');

// Full signature: rotateTo(angle, shortestPath?, duration?, ease?, force?, callback?, context?)

The angle is in radians. Set shortestPath to true to take the shortest rotation direction.

Reset All Effects
js
cam.resetFX(); // stops and resets all running effects (rotate, pan, shake, flash, fade)
Keyboard Controls

Phaser provides two built-in camera control classes. Both require you to call update(delta) in your scene's update method.

FixedKeyControl

Moves at a fixed speed per frame. No smoothing.

js
// In create():
const cursors = this.input.keyboard.createCursorKeys();
this.camControl = new Phaser.Cameras.Controls.FixedKeyControl({
    camera: this.cameras.main,
    left: cursors.left,
    right: cursors.right,
    up: cursors.up,
    down: cursors.down,
    speed: 0.5          // can also be { x: 0.5, y: 0.3 }
});

// In update(time, delta):
this.camControl.update(delta);
SmoothedKeyControl

Applies acceleration, drag, and max speed for smooth camera movement.

js
this.camControl = new Phaser.Cameras.Controls.SmoothedKeyControl({
    camera: this.cameras.main,
    left: cursors.left,
    right: cursors.right,
    up: cursors.up,
    down: cursors.down,
    zoomIn: this.input.keyboard.addKey('Q'),
    zoomOut: this.input.keyboard.addKey('E'),
    zoomSpeed: 0.02,
    acceleration: 0.06,
    drag: 0.0005,
    maxSpeed: 1.0
});

// In update(time, delta):
this.camControl.update(delta);

Both controls support zoomIn and zoomOut keys and a zoomSpeed config value.

Ignore Lists

The ignore method updates a Game Object's cameraFilter bitmask so the camera skips rendering it.

js
// Ignore a single object
cam.ignore(uiText);

// Ignore an array
cam.ignore([scoreText, livesIcon, pauseButton]);

// Ignore all children in a Group
cam.ignore(uiGroup);

// Ignore a Layer and all its children
cam.ignore(uiLayer);

This is the primary mechanism for HUD-style setups: one camera ignores world objects, another ignores HUD objects.

Camera Deadzone

The deadzone defines a rectangular area around the follow target where the camera does not scroll. The camera only moves when the target leaves this rectangle.

js
// Set a deadzone of 200x150 pixels centered on the camera viewport
cam.setDeadzone(200, 150);

// Access the deadzone rectangle (read-only, updated internally)
console.log(cam.deadzone); // Phaser.Geom.Rectangle or null

// Remove the deadzone
cam.setDeadzone();
World Point Conversion

Convert screen (pointer) coordinates to world coordinates, accounting for scroll, zoom, and rotation:

js
const worldPoint = cam.getWorldPoint(pointer.x, pointer.y);
// Reuse an output object to avoid allocation
const output = new Phaser.Math.Vector2();
cam.getWorldPoint(pointer.x, pointer.y, output);

Essential when working with scrolled/zoomed cameras -- raw pointer coordinates are screen space, not world space.

Camera Render List

Each frame, renderList is populated with Game Objects visible to this camera. Rebuilt every frame.

js
const visible = cam.renderList; // array of GameObjects rendered this frame
Force Composite (Offscreen Framebuffer)

Force the camera to render to an offscreen framebuffer. Required for CaptureFrame and similar features.

js
cam.setForceComposite(true);  // enable offscreen framebuffer
cam.setForceComposite(false); // disable

Filters enable framebuffer rendering automatically. Use setForceComposite(true) when you need it without filters.

Filters on Cameras (v4)

In Phaser 4, Camera has a filters property with two FilterList instances:

js
cam.filters.internal   // FilterList -- applied by the system
cam.filters.external   // FilterList -- for user-added filters

Add post-processing effects to a camera the same way you add them to Game Objects:

js
// Add a blur filter to the camera
cam.filters.external.addBlur(1, 2);

// Add a glow
cam.filters.external.addGlow(0xff0000, 4, 0, false, 0.1, 10);

// Add a color matrix filter
const fx = cam.filters.external.addColorMatrix();
fx.grayscale();

// Remove all external filters
cam.filters.external.clear();

Filters require WebGL. The camera must render via a framebuffer when filters are active. See setForceComposite(true) to explicitly enable this even without filters.

Events

Camera events are emitted on the Camera instance itself (it extends EventEmitter). Listen with cam.on(event, handler).

Event constantDispatched when
Phaser.Cameras.Scene2D.Events.FADE_IN_STARTfadeIn / fadeFrom begins
Phaser.Cameras.Scene2D.Events.FADE_IN_COMPLETEFade-in finishes
Phaser.Cameras.Scene2D.Events.FADE_OUT_STARTfadeOut / fade begins
Phaser.Cameras.Scene2D.Events.FADE_OUT_COMPLETEFade-out finishes
Phaser.Cameras.Scene2D.Events.FLASH_STARTFlash begins
Phaser.Cameras.Scene2D.Events.FLASH_COMPLETEFlash finishes
Phaser.Cameras.Scene2D.Events.SHAKE_STARTShake begins
Phaser.Cameras.Scene2D.Events.SHAKE_COMPLETEShake finishes
Phaser.Cameras.Scene2D.Events.PAN_STARTPan begins
Phaser.Cameras.Scene2D.Events.PAN_COMPLETEPan finishes
Phaser.Cameras.Scene2D.Events.ZOOM_STARTZoom effect begins
Phaser.Cameras.Scene2D.Events.ZOOM_COMPLETEZoom effect finishes
Phaser.Cameras.Scene2D.Events.ROTATE_STARTRotateTo begins
Phaser.Cameras.Scene2D.Events.ROTATE_COMPLETERotateTo finishes
Phaser.Cameras.Scene2D.Events.FOLLOW_UPDATECamera updates its follow position (each frame while following). Args: (camera, target)
Phaser.Cameras.Scene2D.Events.PRE_RENDERBefore the camera renders
Phaser.Cameras.Scene2D.Events.POST_RENDERAfter the camera renders
Phaser.Cameras.Scene2D.Events.DESTROYCamera is destroyed
js
cam.on(Phaser.Cameras.Scene2D.Events.FADE_OUT_COMPLETE, () => {
    this.scene.start('GameOver');
});

For detailed configuration options, API reference tables, and source file maps, see the reference guide.

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in store/agents/phaser/skills/cameras of autonomous-ai/openharness.

  • SKILL.md
  • references/REFERENCE.md

Open the folder on GitHubat commit 74c2733

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Questions about Phaser 4 Cameras

What does Phaser 4 Cameras do?

Guide to cameras in Phaser 4: the CameraManager, main camera, viewport and scroll, zoom, bounds, following sprites, effects, multiple cameras and minimaps. This skill documents the camera system in Phaser 4 for game code.cameras`, which starts with one default camera that becomes the main camera.

When should I use Phaser 4 Cameras?

Phaser 4 Cameras fits situations like: making the camera follow the player sprite in a Phaser 4 scene; adding screen shake, fade or flash effects to game events; setting up a second camera for a minimap or split view; limiting camera scrolling to the world bounds.

How do I install Phaser 4 Cameras in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill cameras -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/cameras in autonomous-ai/openharness) into .claude/skills/cameras in your project. Claude Code loads it when a task matches its description.

How do I install Phaser 4 Cameras in Codex?

Run `npx skills add autonomous-ai/openharness --skill cameras -a codex`. Or copy the skill folder (store/agents/phaser/skills/cameras in autonomous-ai/openharness) into .agents/skills/cameras in your project. Codex loads it when a task matches its description.

Can I use Phaser 4 Cameras in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill cameras -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/cameras, .gemini/skills/cameras, .github/skills/cameras and .opencode/skills/cameras in your project.

What does Phaser 4 Cameras need to run?

SKILL.md names no scripts, command-line tools or credentials: Phaser 4 Cameras is instructions for the agent only. Our summary lists: A Phaser 4 project.

Does Phaser 4 Cameras access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Phaser 4 Cameras safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Phaser 4 Cameras use?

Phaser 4 Cameras is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Phaser 4 Cameras use?

About 4k tokens (SKILL.md is roughly 16k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Phaser 4 Cameras?

Skills that share tags, products or a category with Phaser 4 Cameras: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Phaser 4 Cameras?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,194 GitHub stars. The repository holds 99 skills in this directory. The repository was last updated on October 9, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.