Agent skill

Add Sdf Element

by lge-ros2 in lge-ros2/cloisim

Extend the SDF parse → import → implement pipeline with a new element type.

MITAuto-check passed

Install Add Sdf Element

skills CLI
$ npx skills add lge-ros2/cloisim --skill add-sdf-element -a claude-code

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

GitHub CLI
$ gh skill install lge-ros2/cloisim add-sdf-element --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/lge-ros2/cloisim.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.github/skills/add-sdf-element .claude/skills/add-sdf-element && 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
add-sdf-element
GitHub stars
176
Token cost
~2.1k tokens
SKILL.md length
401 words
Files
1
Skills in repo
18
Repo updated
First seen
Licence
MIT

At a glance

Extend the SDF parse → import → implement pipeline with a new element type.

  • Works in 7 steps: Extend the SDFormat Parser Package → Add Virtual Method in Import.Base.Common → Add Iteration in Import.Base → …
  • : adding support for a new SDF XML element
  • SKILL.md covers When to Use, Architecture, Procedure and Key Patterns, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Add Sdf Element is an agent skill from lge-ros2/cloisim. Extend the SDF parse → import → implement pipeline with a new element type. Use when: adding support for a new SDF XML element, extending world/model import, creating new Helper MonoBehaviours.

Its SKILL.md is about 2.1k 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: Unity 6 based multi-robot simulator for ROS 2, SDFormat/SDF, LiDAR, camera, depth, IMU, GPS, and large-scale robotics simulation. The licence is MIT.

When your agent uses it

  • : adding support for a new SDF XML element
  • Extending world/model import
  • Creating new Helper MonoBehaviours

Example prompts

  • “/add-sdf-element”

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Extend the SDFormat Parser Package
  2. Add Virtual Method in Import.Base.Common
  3. Add Iteration in Import.Base
  4. Create Loader Override
  5. Create Implement Extension Methods
  6. Create Helper MonoBehaviour (If Needed)
  7. Wire Into Orchestration

What it can do on your machine

Read from SKILL.md and the folder at commit f4c1f0b. 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 csharp).

    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

Add Sdf Element loads about 2.1k tokens when it runs. Until then it costs about 52 tokens; SKILL.md has 401 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~52
When it runs · the whole SKILL.md, loaded when a task matches
~2.1k

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 lge-ros2/cloisim at commit f4c1f0b, republished under its MIT licence (© lge-ros2). 401 words, ~2,098 tokens.

Download SKILL.mdSave it as .claude/skills/add-sdf-element/SKILL.md (or your agent's skills folder).
name
add-sdf-element
description
Extend the SDF parse → import → implement pipeline with a new element type. Use when: adding support for a new SDF XML element, extending world/model import, creating new Helper MonoBehaviours.

Add a New SDF Element

Procedure for adding support for a new SDF XML element through the full pipeline: Parser → Importer → Implementer → Helper.

When to Use

  • Adding a new SDF element type (e.g., <heightmap>, <population>, <atmosphere>)
  • Extending an existing element with new child elements
  • Creating a new category of scene object that needs runtime state tracking

Architecture

SDFormat package (Parser)  →  Import.Loader (Importer)  →  Implement.* (Implementer)
        ↓                            ↓                            ↓
  C# domain class           Unity GameObjects created    Components/colliders/renderers
                                     ↓
                              Helper.* MonoBehaviour (runtime state)

Procedure

1. Extend the SDFormat Parser Package

The parser lives in the external com.lge-ros2.sdformat Unity package. Add or extend a domain class:

csharp
// In the SDFormat package:
namespace SDFormat
{
    public class MyElement
    {
        public string Name { get; set; }
        public Math.Pose3d RawPose { get; set; }
        public string PoseRelativeTo { get; set; }
        // Add fields matching SDF XML attributes/children
    }
}

Ensure the parser populates this class from the corresponding XML element. If the element is a child of <model>, <link>, <world>, etc., add a collection property to the parent:

csharp
// In the parent class (e.g., Model):
public IReadOnlyList<MyElement> MyElements => _myElements;
2. Add Virtual Method in Import.Base.Common

Edit Assets/Scripts/Tools/SDF/Import/Import.Base.Common.cs:

csharp
protected virtual object ImportMyElement(in MyElement element, in object parentObject)
{
    PrintNotImported(MethodBase.GetCurrentMethod().Name, element.Name);
    return null;
}

If the element needs post-processing (after children are created):

csharp
protected virtual void AfterImportMyElement(in MyElement element, in object targetObject)
{
    PrintNotImported(MethodBase.GetCurrentMethod().Name, element.Name);
}
3. Add Iteration in Import.Base

Edit Assets/Scripts/Tools/SDF/Import/Import.Base.cs — add a batch import method:

csharp
private void ImportMyElements(IReadOnlyList<MyElement> items, in object parentObject)
{
    foreach (var item in items)
    {
        var createdObject = ImportMyElement(item, parentObject);
        // If the element has sub-elements:
        // ImportGeometry(item.Geom, createdObject);
        // StorePlugins(item.Plugins, createdObject);
    }
}

Wire it into the appropriate parent import method (e.g., in ImportLinks(), ImportModels(), or Start()).

4. Create Loader Override

Create Assets/Scripts/Tools/SDF/Import/Import.MyElement.cs:

csharp
/*
 * Copyright (c) 2026 LG Electronics Inc.
 *
 * SPDX-License-Identifier: MIT
 */

using UE = UnityEngine;

namespace SDFormat
{
    using Implement;
    namespace Import
    {
        public partial class Loader : Base
        {
            protected override object ImportMyElement(in MyElement element, in object parentObject)
            {
                var targetObject = parentObject as UE.GameObject;

                var newObject = targetObject.CreateMyElement(element);

                return newObject;
            }
        }
    }
}
5. Create Implement Extension Methods

Create Assets/Scripts/Tools/SDF/Implement/Implement.MyElement.cs:

csharp
/*
 * Copyright (c) 2026 LG Electronics Inc.
 *
 * SPDX-License-Identifier: MIT
 */

using UE = UnityEngine;

namespace SDFormat
{
    namespace Implement
    {
        public static class MyElement
        {
            public static UE.GameObject CreateMyElement(
                this UE.GameObject targetObject, in SDFormat.MyElement element)
            {
                var newObject = new UE.GameObject(element.Name);
                newObject.tag = "MyTag";  // Use existing tag or request a new one

                newObject.transform.SetParent(targetObject.transform, false);

                // Apply SDF pose
                if (element.RawPose != null)
                {
                    var (pos, rot) = element.RawPose.ToUnity();
                    newObject.transform.localPosition = pos;
                    newObject.transform.localRotation = rot;
                }

                // Add Helper for runtime state
                var helper = newObject.AddComponent<Helper.MyElement>();
                helper.Pose = element.RawPose;
                helper.PoseRelativeTo = element.PoseRelativeTo;

                // Create Unity components (renderers, colliders, etc.)
                // ...

                return newObject;
            }
        }
    }
}
6. Create Helper MonoBehaviour (If Needed)

Create Assets/Scripts/Tools/SDF/Helper/MyElement.cs:

csharp
/*
 * Copyright (c) 2026 LG Electronics Inc.
 *
 * SPDX-License-Identifier: MIT
 */

using UE = UnityEngine;

namespace SDFormat
{
    namespace Helper
    {
        public class MyElement : Base
        {
            [UE.Header("SDF Properties")]
            public string myProperty;

            new protected void Awake()
            {
                base.Awake();
                // Element-specific initialization
            }

            new protected void Start()
            {
                base.Start();
                // Element-specific startup
            }

            // Override if this element has runtime state to reset
            // public new void Reset()
            // {
            //     base.Reset();
            // }
        }
    }
}
7. Wire Into Orchestration

Depending on when the element needs to be processed, wire it into the orchestration flow in Import.Base.cs:

Immediate processing (during parent import):

csharp
// In ImportLinks() or ImportModels():
ImportMyElements(model.MyElements, newModelObject);

Deferred processing (needs other elements to exist first, like joints):

csharp
// Store during import:
protected void StoreMyElements(IReadOnlyList<MyElement> items, in object parentObject)
{
    foreach (var item in items)
    {
        _myElementObjectList.Add(item, parentObject);
    }
}

// Process later in Start():
private void ImportDeferredMyElements()
{
    foreach (var item in _myElementObjectList)
    {
        ImportMyElement(item.Key, item.Value);
    }
}

The orchestration order in Base.Start() is:

  1. ImportWorld → ImportModels (creates GameObjects)
  2. Deferred joints (needs both parent/child links)
  3. Deferred grippers
  4. ImportActors
  5. SpecifyPose (applies all poses)
  6. Deferred plugins (needs full articulation hierarchy)
Show full SKILL.md (158 more words)Show less

Key Patterns

  • Coordinate conversion: Always use SDF2Unity methods (ToUnity(), Position(), Rotation()) — never manually swap axes
  • Partial class: Import.Loader is a partial class split across files. Each new element gets its own Import.*.cs file
  • Extension methods: Implementers are static extension methods on GameObject in the SDFormat.Implement namespace
  • Helper.Base inheritance: Always call base.Awake() and base.Start() — they handle pose control and root model discovery
  • Tags: Use existing Unity tags (Model, Link, Visual, Collision, Sensor, Light, Actor, Marker, Props, Geometry, Road). Adding new tags requires editing ProjectSettings/TagManager.asset
  • ArticulationBody disabled: During import, ArticulationBody components are disabled. SpecifyPose() re-enables them after all poses are applied

Checklist

  • SDFormat package domain class created/extended
  • Virtual method added in Import.Base.Common.cs
  • Iteration method in Import.Base.cs
  • Loader override in new Import.MyElement.cs partial class file
  • Implement extension methods in Implement.MyElement.cs
  • Helper MonoBehaviour (if runtime state needed) in Helper/MyElement.cs
  • Wired into orchestration at correct stage
  • Coordinate conversion uses SDF2Unity methods
  • License header on all new files
  • Uses tabs for indentation, Allman braces

© lge-ros2, 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 .github/skills/add-sdf-element of lge-ros2/cloisim.

Open the folder on GitHubat commit f4c1f0b

Compare with similar skills

Add Sdf Element 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.

Add Sdf Element compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Add Sdf Element this skilllge-ros2/cloisim176—~2.1kAutomated safety check: PassMIT
Importasgeirtj/system_prompts_leaks69k—~3.5kAutomated safety check: PassCC0-1.0
Implementsickn33/agentic-awesome-skills47k5 repos~306Automated safety check: PassMIT
Implementcodewhale-hq/Codewhale41k—~190Automated safety check: PassMIT
Implementing Warehouse SourcesPostHog/posthog40k—~22kAutomated safety check: PassCustom licence
Incremental Implementationaddyosmani/agent-skills103k1 repos~2.3kAutomated safety check: PassMIT

Similar skills

  • Import

    asgeirtj/system_prompts_leaks

    Handle explicit /import requests for read-only transcript recovery and a resume checkpoint, or continue work from other coding agents and unnamed artifacts.

    69k GitHub stars~3.5k tokensUpdated yesterday
    Agent WorkflowsAuto-check passed
  • Implement

    sickn33/agentic-awesome-skills

    Implement a piece of work based on a PRD or set of issues. An agent skill from sickn33/agentic-awesome-skills.

    47k GitHub starsUsed in 5 repos~306 tokens
    Product & Project ManagementAuto-check passed
  • Implement

    codewhale-hq/Codewhale

    Carry an authorized, defined request or approved plan through scoped edits and proportionate verification.

    41k GitHub stars~190 tokensUpdated today
    Auto-check passed
  • Official

    Implement and extend PostHog Data warehouse import sources. An agent skill from PostHog/posthog.

    40k GitHub stars~22k tokensUpdated today
    DatabasesAuto-check passed
  • Incremental Implementation

    addyosmani/agent-skills

    Delivers a change in thin vertical slices, each implemented, tested, verified and committed before the next, using vertical, contract-first or risk-first slicing.

    103k GitHub starsUsed in 1 repo~2.3k tokens
    Agent WorkflowsAuto-check passed
  • Implement

    bestofjs/bestofjs

    Implement a piece of work based on a spec or set of tickets.

    3.1k GitHub starsUsed in 18 repos~109 tokens
    Auto-check passed

More from lge-ros2/cloisim

All 18 skills in this repo
  • Add Actor Animation

    lge-ros2/cloisim

    Add or modify SDF actors with skeletal animation and waypoint-based navigation.

    176 GitHub stars~2.4k tokensUpdated 4 days ago
    Auto-check passed
  • Add Compute Shader

    lge-ros2/cloisim

    Add a new compute or surface shader for sensor data processing or visualization.

    176 GitHub stars~2.1k tokensUpdated 4 days ago
    Auto-check passed
  • Add Mesh Import

    lge-ros2/cloisim

    Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes.

    176 GitHub stars~2k tokensUpdated 4 days ago
    Auto-check passed
  • Add Motor Controller

    lge-ros2/cloisim

    Add a new motor or drive controller for robot locomotion. An agent skill from lge-ros2/cloisim.

    176 GitHub stars~1.4k tokensUpdated 4 days ago
    Auto-check passed
  • Add New Plugin

    lge-ros2/cloisim

    Add a new CLOiSimPlugin for bridging a device to the ROS 2 transport layer.

    176 GitHub stars~1.5k tokensUpdated 4 days ago
    Auto-check passed
  • Add New Sensor

    lge-ros2/cloisim

    Add a new sensor device to CLOiSim, including the Device subclass, SDF pipeline wiring, and transport plugin.

    176 GitHub stars~1.6k tokensUpdated 4 days ago
    Auto-check passed

Questions about Add Sdf Element

What does Add Sdf Element do?

Extend the SDF parse → import → implement pipeline with a new element type. Add Sdf Element is an agent skill from lge-ros2/cloisim. Extend the SDF parse → import → implement pipeline with a new element type.

When should I use Add Sdf Element?

Add Sdf Element fits situations like: : adding support for a new SDF XML element; extending world/model import; creating new Helper MonoBehaviours.

How do I install Add Sdf Element in Claude Code?

Run `npx skills add lge-ros2/cloisim --skill add-sdf-element -a claude-code`. Or copy the skill folder (.github/skills/add-sdf-element in lge-ros2/cloisim) into .claude/skills/add-sdf-element in your project. Claude Code loads it when a task matches its description.

How do I install Add Sdf Element in Codex?

Run `npx skills add lge-ros2/cloisim --skill add-sdf-element -a codex`. Or copy the skill folder (.github/skills/add-sdf-element in lge-ros2/cloisim) into .agents/skills/add-sdf-element in your project. Codex loads it when a task matches its description.

Can I use Add Sdf Element 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 lge-ros2/cloisim --skill add-sdf-element -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/add-sdf-element, .gemini/skills/add-sdf-element, .github/skills/add-sdf-element and .opencode/skills/add-sdf-element in your project.

What does Add Sdf Element need to run?

SKILL.md names no scripts, command-line tools or credentials: Add Sdf Element is instructions for the agent only.

Does Add Sdf Element 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 Add Sdf Element 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 Add Sdf Element use?

Add Sdf Element 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 Add Sdf Element use?

About 2.1k tokens (SKILL.md is roughly 8.4k 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 Add Sdf Element?

Skills that share tags, products or a category with Add Sdf Element: Import (asgeirtj/system_prompts_leaks, 69k stars), Implement (sickn33/agentic-awesome-skills, 47k stars), Implement (codewhale-hq/Codewhale, 41k stars) and Implementing Warehouse Sources (PostHog/posthog, 40k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Add Sdf Element?

lge-ros2 (a GitHub organization) maintains it in lge-ros2/cloisim, which has 176 GitHub stars. The repository holds 18 skills in this directory. The repository was last updated on October 6, 2026.

Source: lge-ros2/cloisim on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.