Agent skill

Viewport

by kevinpbuckley in kevinpbuckley/VibeUE

Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService).

MITAuto-check passedFrontend & Design

Install Viewport

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill viewport -a claude-code

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

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE viewport --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/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/viewport .claude/skills/viewport && 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
viewport
GitHub stars
730
Token cost
~3.9k tokens
SKILL.md length
1,372 words
Files
2 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService).

  • Works in 2 steps: A level made with new_level() has no… → Auto-exposure lies about colour. With…
  • The user asks to move the editor camera
  • SKILL.md covers Methods, Critical Rules, Workflows and Sample scripts (run via…, plus 1 more section
  • Change the view mode (Lit/Unlit/Wireframe)

What it does

Viewport is an agent skill from kevinpbuckley/VibeUE. Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService). Use when the user asks to move the editor camera, change the view mode (Lit/Unlit/Wireframe), set FOV/exposure, switch viewport layout, or frame the level for a screenshot.

Its SKILL.md is about 3.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.

It sits in Frontend & Design, covering Game development and UI design. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to move the editor camera
  • Change the view mode (Lit/Unlit/Wireframe)
  • Set FOV/exposure
  • Switch viewport layout

Example prompts

  • “/viewport”

Requirements

  • Python 3

Workflow steps

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

  1. A level made with new_level() has no lighting at all — no sun, no sky, no atmosphere. Use
  2. Auto-exposure lies about colour. With adaptation on, a dark material renders near-white and a

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. 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

    Ships 1 file in scripts/, which the agent can run.

    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

Viewport loads about 3.9k tokens when it runs. Until then it costs about 81 tokens; SKILL.md has 1,372 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~81
When it runs · the whole SKILL.md, loaded when a task matches
~3.9k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 1,372 words, ~3,942 tokens.

Download SKILL.mdSave it as .claude/skills/viewport/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
viewport
description
Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService). Use when the user asks to move the editor camera, change the view mode (Lit/Unlit/Wireframe), set FOV/exposure, switch viewport layout, or frame the level for a screenshot.
display_name
Viewport Control
vibeue_classes
ViewportService
unreal_classes
LevelEditorSubsystem
keywords
viewport, camera, perspective, orthographic, top, front, wireframe, fov, exposure, quad, layout, game view, realtime

Viewport Control Skill

Methods

MethodDescription
get_viewport_info()Get full viewport state (type, camera, FOV, exposure, layout)
set_viewport_type(type)Switch perspective/orthographic views
get_viewport_type()Get current view type as string
set_view_mode(mode)Switch rendering mode (lit, wireframe, unlit, etc.)
get_view_mode()Get current rendering mode
set_fov(degrees)Set field of view (5-170, default 90)
get_fov()Get current FOV
set_near_clip_plane(distance)Set near clipping plane (-1 = engine default)
set_far_clip_plane(distance)Set far clipping plane (0 = infinity)
set_exposure(fixed, ev100)Set fixed/auto exposure with EV100 value
set_exposure_game_settings()Reset exposure to auto (game settings)
set_game_view(enable)Toggle Game View (hides editor icons)
set_allow_cinematic_control(allow)Allow Sequencer to control viewport camera
set_realtime(enable)Toggle realtime rendering
set_camera_speed(speed)Set camera movement speed (1-8)
set_viewport_layout(name)Switch viewport layout (single, quad, etc.)
get_viewport_layout()Get current layout name
capture_scene(location, rotation, width, height, out_png, ortho_width=0, fov=90, manual_ev100=0)Synchronous SceneCapture2D → PNG that works while the editor is backgrounded (see below)

🔀 Camera get/set moved to the engine. ViewportService no longer has set_camera_location / set_camera_rotation. Reading and positioning the viewport camera is now Unreal 5.8's native EditorAppToolset (GetCameraTransform / SetCameraTransform, plus FocusOnActors to frame actors) — reach it with call_tool (run describe_toolset on EditorAppToolset for exact action names/params). ViewportService still owns view type, view mode, FOV, clip planes, exposure, game view, layout, realtime, and camera speed.

Critical Rules

⚠️ A black capture usually means no lighting, not a broken mesh

The most common cause of an all-black (or blown-out white) capture is the level, not the camera and not the asset you just built. Two things to check before you start debugging geometry:

  1. A level made with new_level() has no lighting at all — no sun, no sky, no atmosphere. Use new_level_from_template(path, "/Engine/Maps/Templates/Template_Default") instead (see the level-actors skill). If you must light an empty level by hand you need a DirectionalLight that genuinely points down — unreal.Rotator(roll=0, pitch=-48, yaw=125), and note the argument order is (roll, pitch, yaw), so a positionally-passed pitch aims the sun at the sky and the scene stays black — plus a SkyLight with real_time_capture, and a SkyAtmosphere.
  2. Auto-exposure lies about colour. With adaptation on, a dark material renders near-white and a bright one renders grey, so you cannot judge a material from a capture. Add an unbound PostProcessVolume with auto_exposure_method = AEM_MANUAL; then auto_exposure_bias is a brightness stop — higher is brighter, and the usable window is narrow (0 was pitch black and 13.5 blown out in one scene; 7.5 was correct). Tune it by capturing, not by reasoning.

Keep the volume out of frame (move it far below the set) — an unbound volume still applies globally but its bounds box draws in the editor viewport.

⚠️ Valid View Types for set_viewport_type

Only these exact strings are accepted (case-insensitive):

StringView
"perspective"Perspective (3D)
"top"Top-down (XY)
"bottom"Bottom-up (-XY)
"left"Left side (-XZ)
"right"Right side (XZ)
"front"Front (-YZ)
"back"Back (YZ)
python
# ✅ CORRECT
unreal.ViewportService.set_viewport_type("perspective")
unreal.ViewportService.set_viewport_type("top")

# ❌ WRONG — these are not valid strings
unreal.ViewportService.set_viewport_type("ortho")
unreal.ViewportService.set_viewport_type("iso")
⚠️ Valid View Modes for set_view_mode
StringRendering Mode
"lit"Default fully lit
"unlit"No lighting
"wireframe"Wireframe overlay
"detaillighting"Detail lighting
"lightingonly"Lighting only (no textures)
"lightcomplexity"Light complexity heatmap
"shadercomplexity"Shader complexity heatmap
"pathtracing"Path tracing
"clay"Clay rendering
⚠️ Valid Layout Names for set_viewport_layout
NameLayout
"OnePane"Single viewport (default)
"TwoPanesHoriz"Two side-by-side
"TwoPanesVert"Two stacked
"ThreePanesLeft"Large left + 2 right
"ThreePanesRight"Large right + 2 left
"ThreePanesTop"Large top + 2 bottom
"ThreePanesBottom"Large bottom + 2 top
"FourPanesLeft"Large left + 3
"FourPanesRight"Large right + 3
"FourPanesTop"Large top + 3
"FourPanesBottom"Large bottom + 3
"FourPanes2x2"Quad view (2x2 grid)
"Quad"Alias for FourPanes2x2
🚨 FOV Only Works in Perspective Mode

Setting FOV has no effect in orthographic views. Always switch to perspective first:

python
unreal.ViewportService.set_viewport_type("perspective")
unreal.ViewportService.set_fov(75.0)
🚨 Realtime Mode vs On-Demand

When set_realtime(False), the viewport only repaints on interaction. All ViewportService methods force a redraw after changes, so this is transparent to Python callers — but be aware users won't see continuous animation/particles until realtime is re-enabled.

⚠️ Multi-pane read-back caveat: get_viewport_info().is_realtime reflects the active pane. In a multi-pane layout (e.g. FourPanes2x2) where the active pane isn't the primary, set_realtime(True) can succeed yet is_realtime reads back False. Verify realtime in OnePane layout, or don't rely on the read-back to gate logic when in a split layout. (Other fields like view type / FOV / camera read back correctly across layouts.)

Show full SKILL.md (695 more words)Show less
📸 Capture that works while backgrounded

CaptureViewport / CaptureEditorImage (and HighResShot) return a stale frame when the MCP-driven editor is minimised or backgrounded — the level viewport does not pump frames. The reliable path is ViewportService.capture_scene(...): it spawns a transient ASceneCapture2D, renders one frame synchronously with CaptureScene(), reads the pixels back and writes the PNG in-call. No viewport pumping, no editor_invalidate_viewports() + sleep dance.

python
import unreal

# Perspective grab of a spot in the level (works even when the editor window is hidden)
res = unreal.ViewportService.capture_scene(
    unreal.Vector(1200, -800, 900),          # camera location
    unreal.Rotator(pitch=-20, yaw=45, roll=0),  # kwargs — Rotator positional order is (roll,pitch,yaw)
    1280, 720,                                # width, height (px)
    "C:/temp/shot.png",                       # absolute path, or relative → Saved/VibeUE/Captures
    manual_ev100=-6.0)                        # 0 = auto (black when hidden); negative EV = brighter fixed exposure — see below
if res.b_success:
    print("wrote", res.output_path, res.file_size_bytes, "bytes")
else:
    print("failed:", res.error_message)

Baked-in facts (measured — these are why the hand-rolled recipe existed):

  • Alpha. The capture source is SCS_FINAL_COLOR_LDR, which yields alpha 255. SCS_BASE_COLOR writes alpha 0, producing a PNG that renders as a blank white page in most viewers even though the file is a full-size capture. capture_scene forces the exported alpha to 255 regardless, so its PNGs are always opaque. (Check the file size, not just the preview — a truly empty PNG is a few KB.)
  • Format. The render target is RTF_RGBA8. The engine default (RTF_RGBA16f, a float format) writes non-PNG bytes; capture_scene never uses it.
  • Exposure. Leave manual_ev100=0 (default) to keep the engine's automatic exposure — fine for a foreground / PIE window, but black when the editor is hidden (no converged eye adaptation). A backgrounded editor needs a fixed exposure: pass manual_ev100 != 0 and capture_scene switches to a manual exposure decoupled from the physical camera, where the value is the exposure TARGET in EV100 — exactly like a camera's metered EV: higher EV100 is DARKER (it assumes a brighter scene and stops down), lower/negative is brighter. Measured on a daylit scene from a backgrounded editor (mean RGB luminance): 0 (auto) → 16.4, +4 → 4.3, -4 → 43.8, -6 → 63.4, -8 → 86.0. A daylit backgrounded scene reads well around -6 to -8; try -4 first for bright scenes. Tune by capturing.

    Note: the engine reads its underlying AutoExposureBias as a pow(2,bias) exposure compensation (so its docs say "positive brightens"), but in this decoupled-Manual SceneCapture path the observed, repeatable behaviour is the opposite — higher = darker — so treat manual_ev100 as a camera EV target. Do not carry over any old "bias ~10–14 to brighten" advice; that was from a build that left the physical camera coupled, and here a large positive value is near-black.

  • Cleanup. The transient capture actor and its render target are destroyed inside the call — no stray actors are left in the level.

Minimap / top-down map recipe (orthographic, north-up):

python
import unreal
# Ortho capture centred over the map, looking straight down, north-up.
# ortho_width = the world-space span you want to cover (e.g. the landscape size in uu).
map_size = 500000.0  # uu across
res = unreal.ViewportService.capture_scene(
    unreal.Vector(0, 0, 100000),                    # high above centre; Z only needs to clear geometry
    unreal.Rotator(pitch=-90, yaw=-90, roll=0),     # pitch=-90 looks down; yaw=-90 makes +X point up = north-up
    2048, 2048,
    "minimap.png",                                  # → Saved/VibeUE/Captures/minimap.png
    ortho_width=map_size,
    manual_ev100=-6.0)   # fixed exposure for a hidden editor; LOWER (more negative) = brighter
  • ortho_width > 0 selects orthographic projection (and fov is ignored); ortho_width == 0 (default) is perspective using fov.
  • The rotation (pitch=-90, yaw=-90, roll=0) yields a north-up image (world +X points to the top). This is a convention of the caller's rotation, not something the API forces — pass a different yaw to rotate the map.
  • For flat map labels, a TextRenderActor at rotation (roll=0, pitch=90, yaw=90) reads correctly in this north-up view.

Workflows

Inspect Current Viewport State
python
import unreal
info = unreal.ViewportService.get_viewport_info()
view_mode = unreal.ViewportService.get_view_mode()
print(f"Type: {info.viewport_type}")
print(f"View Mode: {view_mode}")
print(f"Location: {info.location}")
print(f"Rotation: {info.rotation}")
print(f"FOV: {info.fov}")
print(f"Layout: {info.layout}")
print(f"Realtime: {info.is_realtime}")
print(f"Game View: {info.is_game_view}")
Cycle Through Orthographic Views
python
import unreal
for view in ["top", "front", "right", "perspective"]:
    unreal.ViewportService.set_viewport_type(view)
Switch to Quad View and Back
python
import unreal
# Switch to quad (2x2) layout
unreal.ViewportService.set_viewport_layout("Quad")

# Switch back to single pane
unreal.ViewportService.set_viewport_layout("OnePane")
Set Up Architecture Review Camera
python
import unreal
# Perspective with narrow FOV for minimal distortion
unreal.ViewportService.set_viewport_type("perspective")
unreal.ViewportService.set_fov(60.0)
unreal.ViewportService.set_game_view(True)
unreal.ViewportService.set_exposure(True, 1.0)  # Fixed exposure
unreal.ViewportService.set_realtime(True)
Wireframe Debugging
python
import unreal
# Switch to wireframe to inspect mesh topology
unreal.ViewportService.set_view_mode("wireframe")

# Return to normal lit view
unreal.ViewportService.set_view_mode("lit")
Position Camera at Specific Location

Camera placement now lives in the engine EditorAppToolset (SetCameraTransform), called via call_tool. From Python you can still drive it through the editor subsystem:

python
import unreal
# Move camera to a bird's-eye view (location, rotation)
# ⚠️ Rotator positional order is (Roll, Pitch, Yaw) — always use kwargs
unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).set_level_viewport_camera_info(
    unreal.Vector(0, 0, 5000), unreal.Rotator(pitch=-90))

To frame specific actors instead of guessing coordinates, prefer the engine EditorAppToolset.FocusOnActors action (or load the level-actors skill for ActorService.get_actor_view_camera, which auto-computes a framing position from bounds).

Configure Clipping Planes
python
import unreal
# Tighten near clip for close-up work
unreal.ViewportService.set_near_clip_plane(1.0)

# Set far clip to avoid rendering distant objects
unreal.ViewportService.set_far_clip_plane(50000.0)

# Reset to defaults
unreal.ViewportService.set_near_clip_plane(-1)  # Engine default
unreal.ViewportService.set_far_clip_plane(0)     # Infinity
Exposure Control
python
import unreal
# Fix exposure for consistent lighting review
unreal.ViewportService.set_exposure(True, 1.0)

# Adjust to bright/dark scene
unreal.ViewportService.set_exposure(True, -2.0)  # Darker
unreal.ViewportService.set_exposure(True, 4.0)   # Brighter

# Return to auto exposure (game settings)
unreal.ViewportService.set_exposure_game_settings()

Sample scripts (run via execute_python_code)

  • scripts/set_camera.txt — position the editor camera and set the view mode.

Additional gotchas

  • CaptureViewport through call_tool needs BOTH optional params present ({"captureTransform":{}, "annotations":{}}); captureTransform is ignored (it always frames the world origin), and the ~1 MB base64 result must be decoded to a file before it can be viewed.
  • Outside PIE the MCP-driven viewport does not pump frames, so captures are stale — static actors render but dynamic FX are absent and HighResShot never fires. Call PerformanceService.set_background_throttling(False) first; asset thumbnails still render fine while backgrounded.
  • CaptureEditorImage returns the previous frame unless you call editor_invalidate_viewports() and wait briefly first.
  • Use capture_scene for a real off-screen render instead of hand-building a SceneCapture2D; a backgrounded editor has no converged eye adaptation, so fix the exposure (AEM_MANUAL, bias ~10-14) or the shot comes out black.
  • Never A/B a capture against one taken earlier in the session — streaming, LOD and lighting drift between moments; after a material change, recompile and discard one warm-up capture or the thumbnail shows the default checker.

© kevinpbuckley, 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 (scripts) in Content/Skills/viewport of kevinpbuckley/VibeUE.

  • SKILL.md
  • scripts/set_camera.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

Viewport 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.

Viewport compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Viewport this skillkevinpbuckley/VibeUE730—~3.9kAutomated safety check: PassMIT
UI Theme QAhashgraph-online/awesome-codex-plugins1.3k—~1.8kAutomated safety check: PassApache-2.0
iOS Hig Design Guidedavepoon/buildwithclaude3.6k—~735Automated safety check: PassMIT
Frontend Design Principlespretend1111/claude-desktop-app4961 repos~824Automated safety check: PassCustom licence
Iconsconnorshea/vglist160—~321Automated safety check: PassMIT
Godot UI Themingthedivergentai/GD-Agentic-Skills821—~3.7kAutomated safety check: PassLGPL-3.0

Similar skills

  • UI Theme QA

    hashgraph-online/awesome-codex-plugins

    A skill your agent uses to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that…

    1.3k GitHub stars~1.8k tokensUpdated today
    Frontend & DesignAuto-check passed
  • iOS Hig Design Guide

    davepoon/buildwithclaude

    Build, update, and apply iOS design specifications using Apple Human Interface Guidelines (HIG) source data.

    3.6k GitHub stars~735 tokensUpdated yesterday
    Frontend & DesignAuto-check passed
  • Frontend Design Principles

    pretend1111/claude-desktop-app

    Gives practical design rules for polished HTML, CSS and JavaScript interfaces and browser games, covering spacing, type, color, components, motion and responsive breakpoints.

    496 GitHub starsUsed in 1 repo~824 tokens
    Frontend & DesignAuto-check passed
  • Icons

    connorshea/vglist

    How to add icons to the vglist frontend using Lucide via @lucide/vue.

    160 GitHub stars~321 tokensUpdated 3 days ago
    Frontend & DesignAuto-check passed
  • Godot UI Theming

    thedivergentai/GD-Agentic-Skills

    Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling.

    821 GitHub stars~3.7k tokensUpdated 1 mo ago
    Frontend & DesignAuto-check passed
  • UI Styling

    Ohh-889/skyroc

    Create beautiful, accessible user interfaces with shadcn/ui components (built on Radix UI + Tailwind), Tailwind CSS utility-first styling, and canvas-based visual designs.

    795 GitHub starsUsed in 13 repos~2.5k tokens
    Frontend & DesignAuto-check passed

More from kevinpbuckley/VibeUE

All 39 skills in this repo
  • Unreal Animation Bone Editor

    kevinpbuckley/VibeUE

    Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

    730 GitHub stars~1.3k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Animation Montage

    kevinpbuckley/VibeUE

    Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.

    730 GitHub stars~3.6k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal AnimSequence Editor

    kevinpbuckley/VibeUE

    Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

    730 GitHub stars~3.2k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Asset Import and Export

    kevinpbuckley/VibeUE

    Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.

    730 GitHub stars~6.5k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Engine Settings Control

    kevinpbuckley/VibeUE

    Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.

    730 GitHub stars~1.3k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    730 GitHub stars~2.4k tokensUpdated 3 days ago
    Auto-check passed

Questions about Viewport

What does Viewport do?

Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService). Viewport is an agent skill from kevinpbuckley/VibeUE. Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService).

When should I use Viewport?

Viewport fits situations like: the user asks to move the editor camera; change the view mode (Lit/Unlit/Wireframe); set FOV/exposure; switch viewport layout.

How do I install Viewport in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill viewport -a claude-code`. Or copy the skill folder (Content/Skills/viewport in kevinpbuckley/VibeUE) into .claude/skills/viewport in your project. Claude Code loads it when a task matches its description.

How do I install Viewport in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill viewport -a codex`. Or copy the skill folder (Content/Skills/viewport in kevinpbuckley/VibeUE) into .agents/skills/viewport in your project. Codex loads it when a task matches its description.

Can I use Viewport 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 kevinpbuckley/VibeUE --skill viewport -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/viewport, .gemini/skills/viewport, .github/skills/viewport and .opencode/skills/viewport in your project.

What does Viewport need to run?

SKILL.md names no scripts, command-line tools or credentials: Viewport is instructions for the agent only. Our summary lists: Python 3.

Does Viewport 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 Viewport 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Viewport use?

Viewport 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 Viewport use?

About 3.9k 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.

What are the alternatives to Viewport?

Skills that share tags, products or a category with Viewport: UI Theme QA (hashgraph-online/awesome-codex-plugins, 1.3k stars), iOS Hig Design Guide (davepoon/buildwithclaude, 3.6k stars), Frontend Design Principles (pretend1111/claude-desktop-app, 496 stars) and Icons (connorshea/vglist, 160 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Viewport?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

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