Scene Menu Bar
PostHog/posthog
Conventions for adding or editing the SceneMenuBar above a scene's <SceneTitleSection.
A skill your agent uses when working with Phaser 4 scenes. An agent skill from autonomous-ai/openharness.
$ npx skills add autonomous-ai/openharness --skill scenes -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install autonomous-ai/openharness scenes --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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/scenes .claude/skills/scenes && rm -rf skills-srcUse ~/.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/
Install the "scenes" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/scenes into .claude/skills/scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenes", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/scenesType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add autonomous-ai/openharness --skill scenes -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install autonomous-ai/openharness scenes --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/store/agents/phaser/skills/scenes .agents/skills/scenes && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenes" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/scenes into .agents/skills/scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenes", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill scenes -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install autonomous-ai/openharness scenes --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/store/agents/phaser/skills/scenes .cursor/skills/scenes && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "scenes" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/scenes into .cursor/skills/scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenes", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/autonomous-ai/openharness.git --path store/agents/phaser/skills/scenes--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add autonomous-ai/openharness --skill scenes -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install autonomous-ai/openharness scenes --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/store/agents/phaser/skills/scenes .gemini/skills/scenes && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "scenes" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/scenes into .gemini/skills/scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenes", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install autonomous-ai/openharness scenesInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add autonomous-ai/openharness --skill scenes -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .github/skills && cp -r skills-src/store/agents/phaser/skills/scenes .github/skills/scenes && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "scenes" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/scenes into .github/skills/scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenes", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add autonomous-ai/openharness --skill scenes -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install autonomous-ai/openharness scenes --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/store/agents/phaser/skills/scenes .opencode/skills/scenes && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "scenes" agent skill from https://github.com/autonomous-ai/openharness/tree/main/store/agents/phaser/skills/scenes into .opencode/skills/scenes/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenes", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
scenesA skill your agent uses when working with Phaser 4 scenes. An agent skill from autonomous-ai/openharness.
Scenes is an agent skill from autonomous-ai/openharness. Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager.
Its SKILL.md is about 4.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/REFERENCE.md`).
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.
10 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 50da5db. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenes loads about 4.7k tokens when it runs, and up to ~5.7k if it reads all its reference files. Until then it costs about 73 tokens; SKILL.md has 1,214 words of instructions outside code blocks.
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.
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.
The full file from autonomous-ai/openharness at commit 50da5db, republished under its MIT licence (© autonomous-ai). 1,214 words, ~4,678 tokens.
.claude/skills/scenes/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Scenes are the organizational backbone of a Phaser game. Each Scene has its own lifecycle (init, preload, create, update), its own set of injected systems (this.add, this.input, this.cameras, etc.), and can be started, stopped, paused, slept, or run in parallel with other Scenes. The ScenePlugin (
this.scene) controls all multi-scene orchestration.
Key source paths: src/scene/Scene.js, src/scene/Systems.js, src/scene/SceneManager.js, src/scene/ScenePlugin.js, src/scene/Settings.js, src/scene/const.js, src/scene/events/, src/scene/InjectionMap.js
Related skills: ../game-setup-and-config/SKILL.md, ../loading-assets/SKILL.md, ../events-system/SKILL.md
// Minimal scene with all lifecycle methods
class GameScene extends Phaser.Scene {
constructor() {
super('GameScene');
}
init(data) {
// Called first. Receives data passed from other scenes.
// 'data' is whatever was passed via scene.start('GameScene', { level: 1 })
this.level = data.level || 1;
}
preload() {
// Called after init. Load assets here.
this.load.image('logo', 'assets/logo.png');
}
create(data) {
// Called after preload completes. Set up game objects.
// 'data' is the same object passed to init.
this.add.image(400, 300, 'logo');
}
update(time, delta) {
// Called every frame while scene is RUNNING.
// time: current time (ms), delta: ms since last frame (smoothed)
}
}
const config = {
width: 800,
height: 600,
scene: [GameScene]
};
const game = new Phaser.Game(config);The lifecycle is driven by SceneManager.bootScene() and SceneManager.create():
scene.init(data) is called if defined. Data comes from settings.data.Systems.start() fires. Events start and ready are emitted.scene.preload() is called if defined. Loader runs. On completion, proceeds to create.scene.create(data) is called if defined. Same data as init.scene.update(time, delta) called every frame. Scene renders.shutdown. Can be restarted.State constants are on Phaser.Scenes: Phaser.Scenes.PENDING, Phaser.Scenes.RUNNING, etc.
Flow when no preload exists: init() -> create() -> update() loop (preload is skipped entirely).
Flow with preload: init() -> preload() -> loader runs -> create() -> update() loop.
These properties are injected into every Scene instance via the InjectionMap (src/scene/InjectionMap.js). The left side is the Systems key, the right is the Scene property name.
| Scene Property | Type | Description |
|---|---|---|
this.game | Phaser.Game | The Game instance |
this.renderer | CanvasRenderer | WebGLRenderer | The active renderer |
this.anims | Phaser.Animations.AnimationManager | Global animation manager |
this.cache | Phaser.Cache.CacheManager | Global cache for non-image assets |
this.plugins | Phaser.Plugins.PluginManager | Global plugin manager |
this.registry | Phaser.Data.DataManager | Global data manager (shared between scenes) |
this.scale | Phaser.Scale.ScaleManager | Global scale manager |
this.sound | NoAudio | HTML5Audio | WebAudioSoundManager | Sound manager |
this.textures | Phaser.Textures.TextureManager | Global texture manager |
| Scene Property | Type | Description |
|---|---|---|
this.sys | Phaser.Scenes.Systems | Scene systems (never overwrite) |
this.events | Phaser.Events.EventEmitter | Scene-specific event emitter |
this.cameras | Phaser.Cameras.Scene2D.CameraManager | Scene camera manager |
this.add | Phaser.GameObjects.GameObjectFactory | Factory: creates and adds to display list |
this.make | Phaser.GameObjects.GameObjectCreator | Creator: creates but does NOT add to display list |
this.scene | Phaser.Scenes.ScenePlugin | Scene manager plugin (start/stop/launch) |
this.children | Phaser.GameObjects.DisplayList | The scene display list |
this.lights | Phaser.GameObjects.LightsManager | Scene lights (plugin) |
this.data | Phaser.Data.DataManager | Scene-specific data manager |
this.input | Phaser.Input.InputPlugin | Scene input manager (plugin) |
this.load | Phaser.Loader.LoaderPlugin | Scene loader (plugin) |
this.time | Phaser.Time.Clock | Scene time/clock (plugin) |
this.tweens | Phaser.Tweens.TweenManager | Scene tween manager (plugin) |
this.physics | Phaser.Physics.Arcade.ArcadePhysics | Arcade physics (if configured) |
this.matter | Phaser.Physics.Matter.MatterPhysics | Matter physics (if configured) |
// Rename injected properties via scene config
const config = {
key: 'MyScene',
map: {
add: 'makeStuff', // this.makeStuff instead of this.add
load: 'loader' // this.loader instead of this.load
}
};The SceneManager (src/scene/SceneManager.js) is a game-level system. Do not call its methods directly -- use this.scene (the ScenePlugin) instead. The SceneManager:
// start() -- shuts down current scene, starts target scene
// Current scene gets SHUTDOWN event; target gets full lifecycle
this.scene.start('LevelTwo', { score: 100 });
// restart() -- shuts down and restarts the same scene
this.scene.restart({ score: 0 });
// switch() -- sleeps current scene, starts/wakes target scene
// Current scene state is preserved in memory
this.scene.switch('PauseMenu', { fromScene: 'GameScene' });
// transition() -- animated transition with duration
this.scene.transition({
target: 'LevelTwo',
duration: 1000,
moveAbove: true, // render target above this scene
sleep: false, // false = stop this scene (default), true = sleep it
remove: false, // true = remove this scene from manager after transition
allowInput: false, // allow input on this scene during transition
data: { score: 100 },
onUpdate: function (progress) {
// progress: 0 to 1 over duration
}
});// launch() -- starts another scene in parallel (does NOT stop current scene)
this.scene.launch('UIScene', { lives: 3 });
// run() -- smart launcher: starts if not running, resumes if paused, wakes if sleeping
this.scene.run('UIScene', { lives: 3 });
// Control render order of parallel scenes
this.scene.bringToTop('UIScene'); // render last (on top)
this.scene.sendToBack('Background'); // render first (behind)
this.scene.moveAbove('GameScene', 'UIScene'); // UIScene renders above GameScene
this.scene.moveBelow('GameScene', 'Background');
this.scene.moveUp('UIScene'); // move one position up
this.scene.moveDown('UIScene'); // move one position down
this.scene.swapPosition('SceneA', 'SceneB');// Method 1: Pass data via start/launch/restart/switch/wake/run
this.scene.start('LevelScene', { level: 5, score: 1200 });
// In LevelScene:
// init(data) { data.level === 5 }
// create(data) { data.score === 1200 }
// Method 2: Access data later via sys.getData()
// In receiving scene, at any time:
const data = this.sys.getData(); // returns settings.data
// Method 3: Global registry (shared across ALL scenes)
// In Scene A:
this.registry.set('playerHP', 100);
// In Scene B:
const hp = this.registry.get('playerHP'); // 100
// Method 4: Scene-specific data manager
this.data.set('localValue', 42);
this.data.get('localValue'); // 42
// Method 5: Direct scene reference
const otherScene = this.scene.get('OtherScene');
otherScene.somePublicProperty;
// Method 6: Events on the global registry
// In Scene A:
this.registry.events.on('changedata-playerHP', (parent, value, previousValue) => {
// react to change
});
// In Scene B:
this.registry.set('playerHP', 50); // triggers the event in Scene A// Pause: stops update loop, still renders
this.scene.pause(); // pause this scene
this.scene.pause('OtherScene'); // pause another scene
// Resume: restart update loop
this.scene.resume();
this.scene.resume('OtherScene', { message: 'welcome back' });
// Sleep: no update AND no render, but state preserved
this.scene.sleep();
this.scene.sleep('OtherScene');
// Wake: restore from sleep
this.scene.wake();
this.scene.wake('OtherScene', { data: 'here' });
// Stop: full shutdown, clears display list and timers
this.scene.stop();
this.scene.stop('OtherScene');
// Check state
this.scene.isActive('OtherScene'); // boolean
this.scene.isPaused('OtherScene'); // boolean
this.scene.isSleeping('OtherScene'); // boolean
this.scene.isVisible('OtherScene'); // boolean
// Control visibility/activity independently
this.scene.setActive(false); // pause
this.scene.setActive(true); // resume
this.scene.setVisible(false); // hide but still update
this.scene.setVisible(true); // show// Add a new scene dynamically
this.scene.add('BonusLevel', BonusLevelScene, false, { someData: true });
// args: key, sceneConfig, autoStart, data
// Remove a scene entirely (destroyed, cannot be restarted)
this.scene.remove('BonusLevel');
// Spawn multiple instances from one class
for (let i = 0; i < 5; i++) {
this.scene.add('Level' + i, new LevelScene('Level' + i), false);
}One scene emits custom events; another listens. The emitting scene is decoupled.
// GameScene emits events
class GameScene extends Phaser.Scene {
collectCoin(coin) {
coin.destroy();
this.events.emit('addScore', 10);
}
}
// UIScene listens (launched in parallel with { active: true })
class UIScene extends Phaser.Scene {
constructor() {
super({ key: 'UIScene', active: true });
}
create() {
this.score = 0;
this.scoreText = this.add.text(10, 10, 'Score: 0');
// Listen for events from GameScene
const gameScene = this.scene.get('GameScene');
gameScene.events.on('addScore', (points) => {
this.score += points;
this.scoreText.setText('Score: ' + this.score);
});
}
}Disable all default plugins (only core plugins remain):
super({ key: 'MinimalScene', plugins: [] });
// No this.load, this.tweens, this.time, this.input, this.data, this.lightsInclude only specific plugins:
super({ key: 'PreloadScene', plugins: ['Loader'] });
// Only this.load is available; this.tweens, this.time, etc. are undefinedPass config to super() for per-scene physics, loader, or preloaded files:
class Level1 extends Phaser.Scene {
constructor() {
super({
key: 'Level1',
physics: { arcade: { debug: true, gravity: { y: 200 } } },
loader: { path: 'assets/levels/1/' },
// 'pack' loads files before preload() runs -- good for progress bar assets
pack: {
files: [
{ type: 'image', key: 'bar', url: 'loaderBar.png' }
]
}
});
}
}Reset state in init(), not the constructor. The constructor runs once; init() runs every start.
class GameScene extends Phaser.Scene {
constructor() {
super('GameScene');
// BAD: this.gameOver = false; -- only set once, not on restart
}
init() {
// GOOD: reset state every time the scene starts
this.gameOver = false;
this.score = 0;
}
create() {
// Clean up on shutdown to avoid stale references
this.events.once('shutdown', () => {
// Clear any arrays holding game object references
this.enemies = [];
});
}
}All events are emitted on this.events (the scene-specific EventEmitter) and have string values. Listen via this.events.on('eventname', callback).
| Event String | Constant | Callback Signature | When |
|---|---|---|---|
'boot' | Phaser.Scenes.Events.BOOT | (sys) | Once, when scene is first instantiated (for plugins) |
'start' | Phaser.Scenes.Events.START | (sys) | Scene systems start (for plugins) |
'ready' | Phaser.Scenes.Events.READY | (sys, data) | After start, for user code |
'create' | Phaser.Scenes.Events.CREATE | (scene) | After create() method runs, scene is now RUNNING |
'preupdate' | Phaser.Scenes.Events.PRE_UPDATE | (time, delta) | Before update each frame |
'update' | Phaser.Scenes.Events.UPDATE | (time, delta) | During update each frame |
'postupdate' | Phaser.Scenes.Events.POST_UPDATE | (time, delta) | After update each frame |
'prerender' | Phaser.Scenes.Events.PRE_RENDER | (renderer) | Before scene renders |
'render' | Phaser.Scenes.Events.RENDER | (renderer) | After scene renders |
| Event String | Constant | Callback Signature | When |
|---|---|---|---|
'pause' | Phaser.Scenes.Events.PAUSE | (sys, data) | Scene is paused |
'resume' | Phaser.Scenes.Events.RESUME | (sys, data) | Scene is resumed |
'sleep' | Phaser.Scenes.Events.SLEEP | (sys, data) | Scene is sent to sleep |
'wake' | Phaser.Scenes.Events.WAKE | (sys, data) | Scene is woken up |
'shutdown' | Phaser.Scenes.Events.SHUTDOWN | (sys, data) | Scene is shutting down |
'destroy' | Phaser.Scenes.Events.DESTROY | (sys) | Scene is being destroyed |
| Event String | Constant | Callback Signature | Emitted On |
|---|---|---|---|
'transitionout' | TRANSITION_OUT | (targetScene, duration) | Source scene |
'transitioninit' | TRANSITION_INIT | (fromScene, duration) | Target scene (during init) |
'transitionstart' | TRANSITION_START | (fromScene, duration) | Target scene (after create) |
'transitionwake' | TRANSITION_WAKE | (fromScene, duration) | Target scene (if woken from sleep) |
'transitioncomplete' | TRANSITION_COMPLETE | (scene) | Target scene (when done) |
| Event String | Constant | Callback Signature |
|---|---|---|
'addedtoscene' | ADDED_TO_SCENE | (gameObject, scene) |
'removedfromscene' | REMOVED_FROM_SCENE | (gameObject, scene) |
For detailed API reference tables and source file maps, see the reference guide.
Operations are queued, not immediate. Calling this.scene.start('X') does not start X synchronously. It happens at the next SceneManager update. Do not rely on the target scene's state within the same frame.
start() shuts down the calling scene. this.scene.start('X') stops the current scene and starts X. If you want both running, use launch() or run().
switch() sleeps, start() shuts down. switch() preserves the current scene in memory (sleep), while start() triggers a full shutdown. Sleeping scenes still have their events and references live.
Paused scenes still render. pause() only stops the update loop. The scene is still drawn. Use sleep() to stop both update and render.
Do not overwrite this.sys. The Scene class JSDoc explicitly warns: overwriting this.sys will break everything.
this.scene.start() with no key restarts the current scene. This is equivalent to this.scene.restart().
Data passed to start()/launch() is available in both init(data) and create(data). It is stored in settings.data and accessible later via this.sys.getData().
Sleeping scenes can still receive events from other scenes. If Scene A is sleeping but Scene B emits on the global registry, Scene A's listeners still fire. Be careful with active listeners on sleeping scenes.
Scene render order = array order. Scenes later in the array render on top. Use bringToTop(), sendToBack(), moveAbove(), moveBelow() to control layering.
shutdown vs destroy. Shutdown puts a scene into hibernation (can restart). Destroy permanently removes it. Listen to 'shutdown' to free resources that should be recreated on restart. Listen to 'destroy' for final cleanup.
Plugin properties like this.physics and this.matter are only available if the physics system is configured. They will be undefined otherwise.
The create event fires AFTER the create() method returns, and after the status changes to RUNNING. If you need to do post-create setup, listen for this event.
Reset state in init(), not the constructor. The constructor only runs once when the scene is first instantiated. init() runs every time the scene starts/restarts. Place state resets there.
Clean up on shutdown to avoid stale references. Listen for this.events.once('shutdown', ...) to clear arrays holding game objects, remove external event listeners, etc. Stale references to destroyed game objects cause errors on restart.
switch() restarts a paused scene, never resumes it. If you need resume behavior, use run() instead.
Scenes update in reverse order, render in forward order. The top scene updates first (gets input priority), but renders last (appears on top). Establish render order in the game config scene array.
© 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
SKILL.md and 1 other file (references) in store/agents/phaser/skills/scenes of autonomous-ai/openharness.
Open the folder on GitHubat commit 50da5db
Scenes 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenes this skillautonomous-ai/openharness | 1.1k | — | ~4.7k | Automated safety check: Pass | MIT | |
| Scene Menu BarPostHog/posthog | 40k | — | ~3.2k | Automated safety check: Pass | Custom licence | |
| Scene Establishing-Shot Promptchatfire-AI/huobao-drama | 16k | — | ~378 | Automated safety check: Pass | Custom licence | |
| Phaser Coregamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.8k | Automated safety check: Pass | Apache-2.0 | |
| Horizontal Scroll ScenesMengTo/Skills | 6.7k | — | ~2.5k | Automated safety check: Pass | MIT | |
| Scene UnloadIvanMurzak/Unity-MCP | 4.4k | 1 repos | ~802 | Automated safety check: Pass | Apache-2.0 |
PostHog/posthog
Conventions for adding or editing the SceneMenuBar above a scene's <SceneTitleSection.
chatfire-AI/huobao-drama
Writes the final image prompt for a clear wide establishing shot of an empty scene, fixing foreground, midground, background, exits, floor, walls and key furnishings.
gamedev-skills/awesome-gamedev-agent-skills
Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication.
MengTo/Skills
Build scene-by-scene chapters that advance left to right on one fixed stage while the user scrolls vertically, with native scroll as the only input.
IvanMurzak/Unity-MCP
Unload an opened scene from the Unity Editor (asynchronously via SceneManager.UnloadSceneAsync).
IvanMurzak/Unity-MCP
Create a new Unity scene asset and save it at the given .unity path.
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.
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.
autonomous-ai/openharness
Turns a musical brief into LilyPond concert-pitch music, checked parts for each instrument and a playable practice pack.
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.
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.
autonomous-ai/openharness
Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain .gcode, using Bambu LAN FTPS/MQTT handoffs.
A skill your agent uses when working with Phaser 4 scenes. An agent skill from autonomous-ai/openharness. Scenes is an agent skill from autonomous-ai/openharness. Use this skill when working with Phaser 4 scenes.
Scenes fits situations like: working with Phaser 4 scenes; scene lifecycle; scene transition.
Run `npx skills add autonomous-ai/openharness --skill scenes -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/scenes in autonomous-ai/openharness) into .claude/skills/scenes in your project. Claude Code loads it when a task matches its description.
Run `npx skills add autonomous-ai/openharness --skill scenes -a codex`. Or copy the skill folder (store/agents/phaser/skills/scenes in autonomous-ai/openharness) into .agents/skills/scenes in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill scenes -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenes, .gemini/skills/scenes, .github/skills/scenes and .opencode/skills/scenes in your project.
SKILL.md names no scripts, command-line tools or credentials: Scenes is instructions for the agent only.
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.
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.
Scenes is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.7k tokens (SKILL.md is roughly 19k 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 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenes: Scene Menu Bar (PostHog/posthog, 40k stars), Scene Establishing-Shot Prompt (chatfire-AI/huobao-drama, 16k stars), Phaser Core (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars) and Horizontal Scroll Scenes (MengTo/Skills, 6.7k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.