Agent skill

Groups And Containers

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when using Groups or Containers in Phaser 4.

MITAuto-check passed

Install Groups And Containers

skills CLI
$ npx skills add autonomous-ai/openharness --skill groups-and-containers -a claude-code

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

GitHub CLI
$ gh skill install autonomous-ai/openharness groups-and-containers --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/groups-and-containers .claude/skills/groups-and-containers && 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
groups-and-containers
GitHub stars
1.1k
Token cost
~4.4k tokens
SKILL.md length
962 words
Files
1
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when using Groups or Containers in Phaser 4.

  • Works in 12 steps: Group is NOT on the display list. Its… → Container has performance overhead.… → Container origin is always 0,0. The… → …
  • Containers in Phaser 4
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and API Quick Reference, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Groups And Containers is an agent skill from autonomous-ai/openharness. Use this skill when using Groups or Containers in Phaser 4. Covers organizing game objects, object pooling, batch operations, and nested transforms with Containers. Triggers on: Group, Container, object pool, getFirstDead, children.

Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Containers in Phaser 4

Example prompts

  • “/groups-and-containers”

Workflow steps

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

  1. Group is NOT on the display list. Its children appear on the Scene display list individually. Moving a Group does nothing visually -- use…
  2. Container has performance overhead. Every child requires extra matrix math per frame. Deep nesting multiplies this. Avoid Containers when…
  3. Container origin is always 0,0. The transform point cannot be changed. Position children relative to (0,0).
  4. Container children lose Scene-level depth control. A child's depth only orders within the Container. The Container's own depth positions…
  5. Physics + Container is problematic. If a Container is not at (0,0), physics bodies on children will be offset. Avoid physics bodies on…
  6. Container children cannot be individually masked in Canvas rendering. Only the Container itself can have a mask. Masks do not stack for…
  7. Group.get() vs Group.getFirst() differ. get(x, y) is shorthand for getFirst(false, true, x, y) -- finds first inactive member and creates…
  8. Layer cannot go inside a Container. Containers can be added to Layers, but not the reverse.
  9. Group children Set is unordered. No index-based access. Use getChildren() to get an array snapshot.
  10. killAndHide does not remove from the group. It only sets active=false and visible=false. The object stays in the group for reuse.
  11. Container.setScrollFactor does not auto-propagate. Pass true as the third argument to also update children: container.setScrollFactor(0…
  12. Group.create() adds to the Scene display list. But group.add() does NOT unless you pass true as the second argument.

What it can do on your machine

Read from SKILL.md and the folder at commit 50da5db. 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

Groups And Containers loads about 4.4k tokens when it runs. Until then it costs about 64 tokens; SKILL.md has 962 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~64
When it runs · the whole SKILL.md, loaded when a task matches
~4.4k

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 50da5db, republished under its MIT licence (© autonomous-ai). 962 words, ~4,364 tokens.

Download SKILL.mdSave it as .claude/skills/groups-and-containers/SKILL.md (or your agent's skills folder).
name
groups-and-containers
description
Use this skill when using Groups or Containers in Phaser 4. Covers organizing game objects, object pooling, batch operations, and nested transforms with Containers. Triggers on: Group, Container, object pool, getFirstDead, children.

Groups and Containers

Logical grouping (Group), visual grouping with transform inheritance (Container), render-layer grouping (Layer), object pooling, and when to use each in Phaser 4.

Key source paths: src/gameobjects/group/, src/gameobjects/container/, src/gameobjects/layer/ Related skills: ../sprites-and-images/SKILL.md, ../physics-arcade/SKILL.md

Quick Start

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

// --- Group: logical collection, no transform, great for pooling ---
const enemies = this.add.group();
enemies.create(100, 200, 'enemy');       // creates Sprite at (100,200)
enemies.create(300, 200, 'enemy');

// --- Container: visual parent with inherited transform ---
const hud = this.add.container(10, 10);
const icon = this.add.image(0, 0, 'heart');
const label = this.add.text(20, 0, 'x3');
hud.add([icon, label]);                  // children move/scale/rotate with hud

// --- Layer: render-ordering bucket, no position/scale ---
const bgLayer = this.add.layer();
const fgLayer = this.add.layer();
bgLayer.add(this.add.image(400, 300, 'sky'));
fgLayer.add(this.add.sprite(400, 300, 'player'));

Core Concepts

Group vs Container vs Layer
FeatureGroupContainerLayer
PurposeLogical collection / poolVisual parent with transformRender-order bucket
On display listNo (children are)Yes (renders children)Yes (renders children)
Position/rotation/scaleNoYes (children inherit)No
Children storagechildren (Set)list (Array)List (Structs.List)
PhysicsVia physics.add.group()Limited (offsets if not at 0,0)No
InputNo (children can)Yes (needs hit area shape)No
Object poolingYes (getFirstDead, kill)NoNo
MasksNoYes (not per-child in Canvas)Yes
Alpha/blend/visibleNo (batch via setVisible)YesYes
NestingN/AContainer in ContainerCannot go in Container
ExtendsEventEmitterGameObjectList
Factorythis.add.group()this.add.container(x, y)this.add.layer()
When to Use Each

Group: Managing collections of similar objects (enemies, bullets, coins), object pooling with active/inactive lifecycle, physics group collisions. No shared visual transform. Members can belong to multiple Groups simultaneously.

Container: Children inherit position, rotation, scale, alpha. Composite UI elements (health bars, inventory slots), moving/rotating clusters as one unit, nested transforms. By default exclusive -- a child can only belong to one Container (use setExclusive(false) to override).

Layer: Controlling render order of object batches, applying shared alpha/blend/mask. No position/scale/rotation. Lightweight render bucketing.

Container vs Group at a Glance
  • Container has position, rotation, scale, alpha -- Group does not. If you need children to move/rotate as a unit, use Container.
  • Container is exclusive by default -- adding a child removes it from its previous Container. Group is non-exclusive; a game object can be in many Groups.
  • Container is on the display list -- it renders its children. Group is not on the display list; its children render individually on the Scene.
  • Group supports object pooling -- getFirstDead, kill, killAndHide. Container does not.
  • Container has performance cost -- each child requires matrix math per frame. Deeper nesting = more cost. Prefer Group or Layer when transforms are not needed.

Common Patterns

Creating and Populating Groups
js
// Empty group, add existing objects
const gems = this.add.group();
gems.add(existingSprite);
gems.addMultiple([sprite1, sprite2, sprite3]);

// Group with config -- creates children automatically
const coins = this.add.group({
    classType: Phaser.GameObjects.Sprite,
    key: 'coin',
    quantity: 10,           // overrides frameQuantity
    setXY: { x: 50, y: 300, stepX: 60 },
    setScale: { x: 0.5, y: 0.5 }
});

// Custom class type with pool limit
const bullets = this.add.group({
    classType: Bullet,       // must accept (scene, x, y, key, frame)
    maxSize: 30,
    defaultKey: 'bullet',
    runChildUpdate: true     // calls child.update() each frame
});
Object Pooling with getFirstDead

The core pooling pattern: deactivate objects instead of destroying them, then reuse inactive ones.

js
// Setup pool
const bullets = this.add.group({
    classType: Phaser.GameObjects.Sprite,
    defaultKey: 'bullet',
    maxSize: 30
});

// Fire a bullet -- get() finds first inactive member or creates one
function fireBullet(x, y) {
    const bullet = bullets.get(x, y);

    if (bullet) {
        bullet.setActive(true);
        bullet.setVisible(true);
        bullet.body.velocity.y = -300;   // if physics enabled
    }
}

// Deactivate when off-screen or on hit
function killBullet(bullet) {
    bullets.killAndHide(bullet);         // sets active=false, visible=false
    // If using physics, also reset the body:
    // bullet.body.stop();
}

// Alternative: manual getFirst
const inactive = bullets.getFirst(false);     // first where active===false
const active = bullets.getFirstAlive();       // first where active===true
const dead = bullets.getFirstDead(true, x, y); // first inactive, create if null

Pool helper methods on Group:

MethodDescription
get(x, y, key, frame)Shortcut: getFirst(false, true, ...) -- finds inactive or creates
getFirst(state, createIfNull, x, y, key, frame)First member matching active state
getFirstAlive(createIfNull, x, y, key, frame)First member where active===true
getFirstDead(createIfNull, x, y, key, frame)First member where active===false
getLast(state, createIfNull, x, y, key, frame)Like getFirst but searches back-to-front
kill(gameObject)Sets active=false on a member
killAndHide(gameObject)Sets active=false and visible=false
countActive(value)Count members where active===value (default true)
getTotalUsed()Count of active members
getTotalFree()maxSize - active count (remaining pool capacity)
isFull()True if children.size >= maxSize
Physics Groups

Physics groups extend Group with automatic body assignment. See ../physics-arcade/SKILL.md for full details.

js
// Arcade Physics group -- every member gets a dynamic body
const enemies = this.physics.add.group({
    key: 'enemy',
    quantity: 5,
    setXY: { x: 100, y: 100, stepX: 80 }
});

// Static physics group -- immovable bodies
const platforms = this.physics.add.staticGroup();
platforms.create(400, 568, 'ground');

// Collide physics groups with each other
this.physics.add.collider(player, platforms);
this.physics.add.overlap(bullets, enemies, onHit);
Containers with Nested Transforms
js
// HUD that follows camera
const hud = this.add.container(10, 10);
hud.setScrollFactor(0);     // pinned to camera

const healthBar = this.add.rectangle(0, 0, 200, 20, 0x00ff00);
const healthText = this.add.text(210, -5, '100 HP');
hud.add([healthBar, healthText]);

// Move everything at once
hud.setPosition(50, 50);

// Scale and rotate propagate to children
hud.setScale(1.5);
hud.setRotation(0.1);

// Alpha affects all children
hud.setAlpha(0.8);

// Nested containers
const inventory = this.add.container(300, 500);
for (let i = 0; i < 5; i++) {
    const slot = this.add.container(i * 55, 0);
    slot.add([
        this.add.rectangle(0, 0, 48, 48, 0x333333),
        this.add.image(0, 0, `item-${i}`)
    ]);
    inventory.add(slot);    // Container inside Container
}

Key Container methods:

MethodDescription
add(child) / addAt(child, index)Add Game Object(s); removes from display list
remove(child, destroyChild)Remove; optionally destroy
getAt(index) / getIndex(child)Access by index
getByName(name) / getFirst(prop, val)Query children
getAll(prop, val) / count(prop, val)Filtered access and counting
sort(property) / swap(a, b) / moveTo(child, idx)Ordering
each(cb, ctx) / iterate(cb, ctx)Iteration (iterate passes index)
setScrollFactor(x, y, updateChildren)Pass true to also apply to children
getBounds(output)Bounding rect of all children
pointToContainer(source, output)World point to local space
setExclusive(value)When false, children can exist in multiple places
replace(oldChild, newChild)Swap one child for another
setSize(width, height)Set hit area size (required for input)
lengthRead-only child count
Show full SKILL.md (386 more words)Show less
Layers for Render Ordering
js
const bgLayer = this.add.layer();
const entityLayer = this.add.layer();
const uiLayer = this.add.layer();

// Add objects -- they render in layer order, then by depth within layer
bgLayer.add(this.add.image(400, 300, 'sky'));
entityLayer.add(player);
entityLayer.add(enemy);
uiLayer.add(scoreText);

// Control depth of layers themselves
bgLayer.setDepth(0);
entityLayer.setDepth(1);
uiLayer.setDepth(2);

// Children set depth within their layer
enemy.setDepth(5);   // relative to entityLayer, not the Scene

// Apply shared effects to entire layer
entityLayer.setAlpha(0.5);
entityLayer.setVisible(false);
entityLayer.setBlendMode(Phaser.BlendModes.ADD);
Bulk Creation with createMultiple
js
// createMultiple accepts a GroupCreateConfig or array of them
const coins = this.add.group();

coins.createMultiple({
    key: 'coin',
    quantity: 20,
    setXY: { x: 50, y: 100, stepX: 40, stepY: 0 },
    setScale: { x: 0.5, y: 0.5 },
    setRotation: { value: 0, step: 0.1 },   // each rotated 0.1 more than previous
    setAlpha: { value: 1 },
    setOrigin: { x: 0.5, y: 0.5 },
    setDepth: { value: 5 },
    gridAlign: {
        width: 5,
        height: 4,
        cellWidth: 48,
        cellHeight: 48,
        x: 100,
        y: 200
    }
});

// Multiple configs at once (creates two different sets)
coins.createMultiple([
    { key: 'gold-coin', quantity: 10, setXY: { x: 50, y: 100, stepX: 30 } },
    { key: 'silver-coin', quantity: 10, setXY: { x: 50, y: 200, stepX: 30 } }
]);
Iterating and Batch Operations on Groups
js
const enemies = this.add.group();

// Get all children as array
const all = enemies.getChildren();
const active = enemies.getMatching('active', true);

// Batch property operations
enemies.setXY(200, 300);
enemies.incX(5);                    // add 5 to each member's x
enemies.setVisible(false);
enemies.propertyValueSet('tintTopLeft', 0xff0000);
enemies.playAnimation('walk');

// Stepping: apply incremental values across members
enemies.setX(100, 50);             // first at x=100, next at 150, then 200...
enemies.setY(200, 30);             // first at y=200, next at 230, then 260...
enemies.setXY(100, 200, 50, 30);   // combined X and Y stepping
enemies.incXY(10, 5);              // add 10 to each x, 5 to each y
enemies.angle(0, 15);              // first at 0 deg, next at 15, then 30...
enemies.setAlpha(1, -0.1);         // first at 1.0, next at 0.9, then 0.8...
enemies.setScale(1, 0, 0.1, 0);   // scaleX: 1.0, 1.1, 1.2... (stepX=0.1)
enemies.setDepth(0, 1);            // depth 0, 1, 2, 3...
enemies.setOrigin(0.5);
enemies.setBlendMode(Phaser.BlendModes.ADD);
enemies.setTint(0xff0000);
enemies.shuffle();                  // randomize order in the group

API Quick Reference

Group (Phaser.GameObjects.Group)
Factory:  this.add.group(children?, config?)

Config types:
  GroupConfig       -- classType, name, active, maxSize, defaultKey, defaultFrame,
                       runChildUpdate, createCallback, removeCallback
  GroupCreateConfig -- key (required), classType, frame, quantity, visible, active,
                       repeat, yoyo, frameQuantity, max, setXY, setRotation,
                       setScale, setOrigin, setAlpha, setDepth, setScrollFactor,
                       hitArea, gridAlign

Key members:  children (Set), classType, maxSize, defaultKey, defaultFrame,
              active, runChildUpdate
Lifecycle:    create, createMultiple, add, addMultiple, remove, clear, destroy
Queries:      getFirst, getFirstAlive, getFirstDead, getLast, get, getChildren,
              getLength, getMatching, contains, countActive, getTotalUsed,
              getTotalFree, isFull
Pool:         get, getFirstDead, kill, killAndHide
Bulk ops:     setX/Y/XY, incX/Y/XY, setAlpha, setVisible, toggleVisible,
              playAnimation, propertyValueSet, propertyValueInc, setOrigin,
              setDepth, shuffle, setBlendMode, setTint
Container (Phaser.GameObjects.Container)
Factory:  this.add.container(x?, y?, children?)

Extends:  GameObject
Mixins:   AlphaSingle, BlendMode, ComputedSize, Depth, Mask, Transform, Visible

Key members:  list (Array), exclusive, maxSize, scrollFactorX/Y
Children:     add, addAt, remove, removeAt, removeBetween, removeAll
Queries:      getAt, getIndex, getByName, getFirst, getAll, getRandom, count
Ordering:     sort, swap, moveTo, moveUp, moveDown, sendToBack, bringToTop,
              moveAbove, moveBelow, reverse
Transform:    pointToContainer, getBounds, getBoundsTransformMatrix
Iteration:    each(cb, ctx), iterate(cb, ctx, ...args)
Config:       setExclusive, setScrollFactor(x, y, updateChildren)
Property:     length (read-only child count)
Layer (Phaser.GameObjects.Layer)
Factory:  this.add.layer(children?)

Extends:  Phaser.Structs.List
Mixins:   AlphaSingle, BlendMode, Depth, Filters, Mask, RenderSteps, Visible

Key members:  scene, displayList, sortChildrenFlag
Children:     add, remove (inherited from List)
Settings:     setAlpha, setBlendMode, setDepth, setVisible, setMask, setName,
              setActive, setState, setData, getData

No position, rotation, scale, scroll factor, input, or physics.
Cannot be added to a Container. Containers can be added to Layers.

Gotchas

  1. Group is NOT on the display list. Its children appear on the Scene display list individually. Moving a Group does nothing visually -- use Container for that.

  2. Container has performance overhead. Every child requires extra matrix math per frame. Deep nesting multiplies this. Avoid Containers when a Group or Layer suffices.

  3. Container origin is always 0,0. The transform point cannot be changed. Position children relative to (0,0).

  4. Container children lose Scene-level depth control. A child's depth only orders within the Container. The Container's own depth positions it in the Scene.

  5. Physics + Container is problematic. If a Container is not at (0,0), physics bodies on children will be offset. Avoid physics bodies on Container children.

  6. Container children cannot be individually masked in Canvas rendering. Only the Container itself can have a mask. Masks do not stack for nested Containers. Masks do stack in WebGL rendering.

  7. Group.get() vs Group.getFirst() differ. get(x, y) is shorthand for getFirst(false, true, x, y) -- finds first inactive member and creates if none found. getFirst(state) defaults to active===false without auto-creating.

  8. Layer cannot go inside a Container. Containers can be added to Layers, but not the reverse.

  9. Group children Set is unordered. No index-based access. Use getChildren() to get an array snapshot.

  10. killAndHide does not remove from the group. It only sets active=false and visible=false. The object stays in the group for reuse.

  11. Container.setScrollFactor does not auto-propagate. Pass true as the third argument to also update children: container.setScrollFactor(0, 0, true).

  12. Group.create() adds to the Scene display list. But group.add() does NOT unless you pass true as the second argument.

  13. Container needs setSize() for input. Containers have no implicit size. You must call container.setSize(width, height) before setInteractive() will work with a hit area.

Source File Map

FileDescription
src/gameobjects/group/Group.jsGroup class -- pooling, create, getFirst*, kill, batch ops
src/gameobjects/group/GroupFactory.jsthis.add.group() factory registration
src/gameobjects/group/typedefs/GroupConfig.jsGroupConfig typedef (classType, maxSize, callbacks)
src/gameobjects/group/typedefs/GroupCreateConfig.jsGroupCreateConfig typedef (key, quantity, setXY, etc.)
src/gameobjects/container/Container.jsContainer class -- list management, nested transforms
src/gameobjects/container/ContainerFactory.jsthis.add.container() factory registration
src/gameobjects/container/ContainerRender.jsContainer WebGL/Canvas render functions
src/gameobjects/layer/Layer.jsLayer class -- display list bucket with alpha/blend/mask
src/gameobjects/layer/LayerFactory.jsthis.add.layer() factory registration
src/gameobjects/layer/LayerRender.jsLayer WebGL/Canvas render functions
src/physics/arcade/ArcadePhysics.jsthis.physics.add.group() / staticGroup()

© 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

Just SKILL.md in store/agents/phaser/skills/groups-and-containers of autonomous-ai/openharness.

Open the folder on GitHubat commit 50da5db

Compare with similar skills

Groups And Containers next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Groups And Containers compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Groups And Containers this skillautonomous-ai/openharness1.1k—~4.4kAutomated safety check: PassMIT
Apple Containersickn33/agentic-awesome-skills47k1 repos~2.5kAutomated safety check: PassApache-2.0
Container Security Hardeningsickn33/agentic-awesome-skills47k1 repos~1kAutomated safety check: NotesMIT
Container Queriesthedaviddias/Front-End-Checklist74k—~526Automated safety check: PassMIT
CSS Containmentthedaviddias/Front-End-Checklist74k—~512Automated safety check: PassMIT
Detecting Container Escape Attemptsmukul975/Anthropic-Cybersecurity-Skills34k—~2.9kAutomated safety check: PassApache-2.0

Similar skills

  • Apple Container

    sickn33/agentic-awesome-skills

    Build, run, and manage OCI/Linux containers as lightweight per-container VMs on Apple-silicon macOS using Apple's open-source container CLI, no Docker daemon required.

    47k GitHub starsUsed in 1 repo~2.5k tokens
    DevOps & CloudAuto-check passed
  • Container Security Hardening

    sickn33/agentic-awesome-skills

    Harden Docker/container images and runtime deployments with secure base images, non-root users, CVE scanning, SBOM/signing, seccomp/AppArmor, and Kubernetes pod security controls.

    47k GitHub starsUsed in 1 repo~1k tokens
    SecurityAuto-check: notes
  • Container Queries

    thedaviddias/Front-End-Checklist

    A skill your agent uses when reviewing stylesheets, component styles, and responsive behavior related to Use container queries for component-level responsiveness.

    74k GitHub stars~526 tokensUpdated 2 days ago
    Frontend & DesignAuto-check passed
  • CSS Containment

    thedaviddias/Front-End-Checklist

    A skill your agent uses when reviewing stylesheets, component styles, and responsive behavior related to Use CSS containment to limit repaint scope.

    74k GitHub stars~512 tokensUpdated 2 days ago
    Frontend & DesignAuto-check passed
  • Detecting Container Escape Attempts

    mukul975/Anthropic-Cybersecurity-Skills

    Detects container escape at runtime across tooling - namespace manipulation, capability abuse, kernel exploits, sensitive host mounts, and anomalous syscalls - and explains which signals matter…

    34k GitHub stars~2.9k tokensUpdated 1 mo ago
    DevOps & CloudAuto-check passed
  • Performing Container Escape Detection

    mukul975/Anthropic-Cybersecurity-Skills

    Audits container and pod configuration for escape-enabling misconfiguration using the Kubernetes Python client - privileged flags, dangerous capability grants, host path mounts, shared namespaces…

    34k GitHub stars~648 tokensUpdated 1 mo ago
    SecurityAuto-check passed

More from autonomous-ai/openharness

All 100 skills in this repo
  • G-code Slicer Tool

    autonomous-ai/openharness

    Slices 3D mesh files into printer-profiled plain G-code through real slicer CLIs, with backend discovery, input inspection, dry runs and static validation.

    1.1k GitHub stars~1.5k tokensUpdated today
    Auto-check passed
  • Home Assistant Automation Builder

    autonomous-ai/openharness

    Turns a home-automation request into standard, testable automations.yaml, run against Home Assistant Core's real triggers and verified with its own trace tool.

    1.1k GitHub stars~1.2k tokensUpdated today
    Auto-check passed
  • Score Music Composer

    autonomous-ai/openharness

    Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.

    1.1k GitHub stars~1.1k tokensUpdated today
    Auto-check passed
  • OrcaSlicer 3MF and G-code Workflow

    autonomous-ai/openharness

    Turns an STL and explicit printer and material requirements into compared OrcaSlicer plans, an editable 3MF project, checked G-code and a portable handoff.

    1.1k GitHub stars~1.5k tokensUpdated today
    Auto-check passed
  • Sheets and Docs Report Builder

    autonomous-ai/openharness

    Builds an editable DOCX report, a formula-driven XLSX workbook and a fresh LibreOffice PDF preview from one structured source file, then checks them together.

    1.1k GitHub stars~708 tokensUpdated today
    Auto-check passed
  • Bambu Labs

    autonomous-ai/openharness

    Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.

    1.1k GitHub starsUsed in 1 repo~2.1k tokens
    Auto-check: warnings

Questions about Groups And Containers

What does Groups And Containers do?

A skill your agent uses when using Groups or Containers in Phaser 4. Groups And Containers is an agent skill from autonomous-ai/openharness. Use this skill when using Groups or Containers in Phaser 4.

When should I use Groups And Containers?

Groups And Containers fits situations like: containers in Phaser 4.

How do I install Groups And Containers in Claude Code?

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

How do I install Groups And Containers in Codex?

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

Can I use Groups And Containers 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 groups-and-containers -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/groups-and-containers, .gemini/skills/groups-and-containers, .github/skills/groups-and-containers and .opencode/skills/groups-and-containers in your project.

What does Groups And Containers need to run?

SKILL.md names no scripts, command-line tools or credentials: Groups And Containers is instructions for the agent only.

Does Groups And Containers 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 Groups And Containers 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 Groups And Containers use?

Groups And Containers 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 Groups And Containers use?

About 4.4k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Groups And Containers?

Skills that share tags, products or a category with Groups And Containers: Apple Container (sickn33/agentic-awesome-skills, 47k stars), Container Security Hardening (sickn33/agentic-awesome-skills, 47k stars), Container Queries (thedaviddias/Front-End-Checklist, 74k stars) and CSS Containment (thedaviddias/Front-End-Checklist, 74k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Groups And Containers?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,149 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 8, 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.