Agent skill

Glue Project Types

by vchelaru in vchelaru/FlatRedBall

How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects.

MITAuto-check passedGame Development

Install Glue Project Types

skills CLI
$ npx skills add vchelaru/FlatRedBall --skill glue-project-types -a claude-code

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

GitHub CLI
$ gh skill install vchelaru/FlatRedBall glue-project-types --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/vchelaru/FlatRedBall.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/glue-project-types .claude/skills/glue-project-types && 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
glue-project-types
GitHub stars
578
Token cost
~1.7k tokens
SKILL.md length
749 words
Files
1
Skills in repo
32
Repo updated
First seen
Licence
MIT

At a glance

How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects.

  • Game Development work in your project
  • SKILL.md covers Where the decision happens, Project type comes from…, FRB2 projects: reads yes,… and FRB2 code generation is…, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Glue Project Types is an agent skill from vchelaru/FlatRedBall. How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects. Triggers: ProjectCreator, Frb2Project, IsMaintainedByGlue, CodeWritePolicy, GenerateCode, Frb2CodeGenerator, "could not determine project type", LocateSolution.

Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Cross-platform 2D game engine focused on ultimate productivity built in .NET. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “could not determine project type”
  • “/glue-project-types”

What it can do on your machine

Read from SKILL.md and the folder at commit fa654ab. 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.

    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

Glue Project Types loads about 1.7k tokens when it runs. Until then it costs about 74 tokens; SKILL.md has 749 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~74
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k

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 vchelaru/FlatRedBall at commit fa654ab, republished under its MIT licence (© vchelaru). 749 words, ~1,678 tokens.

Download SKILL.mdSave it as .claude/skills/glue-project-types/SKILL.md (or your agent's skills folder).
name
glue-project-types
description
How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects. Triggers: ProjectCreator, Frb2Project, IsMaintainedByGlue, CodeWritePolicy, GenerateCode, Frb2CodeGenerator, "could not determine project type", LocateSolution.

Glue Project Types

Where the decision happens

FilePurpose
Glue/VSHelpers/Projects/ProjectCreator.csThe only place a .csproj becomes a ProjectBase. FRB2 check first, then the DefineConstants cascade.
Glue/VSHelpers/Projects/Frb2ProjectDetector.csRule list identifying an FRB2 game project from its project items.
GlueCommon/VSHelper/Projects/ProjectBase.csContentDirectory and IsMaintainedByGlue, the two properties everything downstream keys off.
Glue/Plugins/ExportedImplementations/CodeWritePolicy.csThe one rule deciding whether Glue may write C# into the loaded project.

Project type comes from DefineConstants, not from references

ProjectCreator.TryGetProjectTypeFromDefineConstants picks the ProjectBase subclass by matching DESKTOP_GL / ANDROID / IOS / FNA / BLAZORGL against the csproj's DefineConstants, plus a minimum TargetFrameworkVersion.

Landmine: a project that defines none of those does not degrade gracefully — Glue shows "Could not determine project type", offers a manual-pick dialog, and returns null, and ProjectLoader then skips loading entirely. A perfectly valid modern SDK-style csproj can hit this simply by not carrying an FRB-specific DefineConstants. Anything identifying a project by its references has to run before that cascade, in CreatePlatformSpecificProject.

FRB2 projects: reads yes, writes no

An FRB2 game reads Glue's .gluj/.glsj/.glej JSON at runtime and owns all of its own C#, so Frb2Project sets IsMaintainedByGlue = false. The csproj is still fully loaded and read — it is what resolves the project directory and Content folder every relative path in the JSON hangs off. Only writes are suppressed, at four seams:

SeamSuppresses
VisualStudioProject.Save + the duplicate-resolution save in LoadEvery write of the .csproj to disk
GlueCommands.GenerateCodeCommands (resolves to NoCodeGenerationCommands)Everything reached through IGenerateCodeCommands
FileCommands.SaveIfDiffersAny .cs written as text, whoever wrote it
ProjectCommands.CreateAndAddCodeFile / CreateAndAddPartialFileThe empty placeholder created before anything fills it

Landmine: the last two are not redundant with NoCodeGenerationCommands. A real chunk of Glue's code generation never goes through IGenerateCodeCommands at all — CodeBuildItemAdder drops embedded resource files (Performance/IEntityFactory, Performance/PoolList), CameraSetupCodeGenerator writes Setup/CameraSetup.Generated.cs, and ContentPipelinePlugin's AliasCodeGenerator writes FileAliases.Generated.cs — all on glux load, before and outside any GenerateAllCode call. Suppressing only the interface leaves those writing into the project.

Plugin generators that call FileManager.SaveText directly (Platformer/TopDown/Racing CSV and enum generators, Gum, GameCommunication) still bypass all of this. They only fire for projects that opt into those behaviors.

Frb2Project.ContentDirectory and GlueProjectSubdirectory are both "Content/FrbEditor/" — unlike FRB1, the .gluj does not sit beside the .csproj. Everything Glue authors for an FRB2 project lives under that one folder so deleting it removes every trace of the editor, and every relative path in the JSON resolves against it.

Show full SKILL.md (362 more words)Show less

FRB2 code generation is opt-in, and not via IsMaintainedByGlue

GlueProjectSave.GenerateCode (default false) turns on typed accessors for an FRB2 project's Screens/Entities, written by Glue/CodeGeneration/Frb2CodeGenerator.cs via Frb2GenerateCodeCommands.

Landmine: the opt-in is CodeWritePolicy.GeneratesFrb2Code, deliberately not ProjectBase.IsMaintainedByGlue, which stays permanently false for Frb2Project. That flag gates all four seams in the table above at once, so routing the setting through it hands an FRB2 project the entire FRB1 pipeline: Glue rewrites the .csproj, and every generator in the landmine above writes its FRB1-only output into a project that cannot compile it. GenerateCodeCommands therefore checks GeneratesFrb2Code before the IsMaintainedByGlue early-out.

Landmine: Frb2CodeGenerator writes both halves of the partial class itself rather than through FileCommands.SaveIfDiffers / CodeProjectHelper.CreateAndAddPartialGeneratedCodeFile. Those add a nested .csproj item and honour the FRB1 write-gate, neither of which applies — FRB2's SDK-style project already globs **/*.cs. Both halves resolve through IFileCommands.GetGeneratedCodeFilePath / GetCustomCodeFilePath, which are rooted at CurrentGlueProjectDirectory (the .gluj's folder). FileManager.RelativeDirectory (the .csproj's folder) is the wrong root in both directions: composing a path from it splits the pair across directories, and making a path relative to it prefixes Content\FrbEditor\ onto a name that is supposed to match element.Name. Both read as correct for FRB1, where the two roots are the same directory.

The tree view's Code/Events nodes still key off WritesCodeForCurrentProject, so an opted-in project's generated files show up on disk but not in Glue's Explorer tree.

Solution lookup can fail a load

ProjectSyncer.LocateSolution throws when it finds no solution file, and that exception surfaces through GlueState.CurrentSlnFileName during ProjectLoader.LoadProject — so an unrecognized solution format is a project that will not open, not a cosmetic gap. It searches the project directory, one up, and two up, for both .sln and .slnx, then verifies the file's text actually names the .csproj.

Testing

Frb2ProjectDetector.IsFrb2Project takes a plain item-type/include list, so detection tests need no MSBuild evaluation. For anything needing a real ProjectBase, see glue-unit-test-bootstrap — TestVisualStudioProjectFactory (bare non-SDK csproj, no SDK resolution) and GoldProject.LoadInGlueAsync (the real loader) are the two rungs.

Landmine: a test asserting "loading this project generated nothing" depends on which plugins are registered, and that is process-wide state another test may have set. Call GlueTestBootstrap.EnsureGameProjectPluginsRegistered() so the assertion means the same thing in isolation and mid-suite.

© vchelaru, 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 .claude/skills/glue-project-types of vchelaru/FlatRedBall.

Open the folder on GitHubat commit fa654ab

Compare with similar skills

Glue Project Types 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.

Glue Project Types compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Glue Project Types this skillvchelaru/FlatRedBall578—~1.7kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Glue Project Types

What does Glue Project Types do?

How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects. Glue Project Types is an agent skill from vchelaru/FlatRedBall. How Glue decides what kind of project it opened, and the seams that stop it writing code/csproj for FRB2 projects.

When should I use Glue Project Types?

Glue Project Types fits situations like: game Development work in your project.

How do I install Glue Project Types in Claude Code?

Run `npx skills add vchelaru/FlatRedBall --skill glue-project-types -a claude-code`. Or copy the skill folder (.claude/skills/glue-project-types in vchelaru/FlatRedBall) into .claude/skills/glue-project-types in your project. Claude Code loads it when a task matches its description.

How do I install Glue Project Types in Codex?

Run `npx skills add vchelaru/FlatRedBall --skill glue-project-types -a codex`. Or copy the skill folder (.claude/skills/glue-project-types in vchelaru/FlatRedBall) into .agents/skills/glue-project-types in your project. Codex loads it when a task matches its description.

Can I use Glue Project Types 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 vchelaru/FlatRedBall --skill glue-project-types -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/glue-project-types, .gemini/skills/glue-project-types, .github/skills/glue-project-types and .opencode/skills/glue-project-types in your project.

What does Glue Project Types need to run?

SKILL.md names no scripts, command-line tools or credentials: Glue Project Types is instructions for the agent only.

Does Glue Project Types 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 Glue Project Types 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 Glue Project Types use?

Glue Project Types 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 Glue Project Types use?

About 1.7k tokens (SKILL.md is roughly 6.7k 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 Glue Project Types?

Skills that share tags, products or a category with Glue Project Types: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Glue Project Types?

vchelaru (a GitHub user) maintains it in vchelaru/FlatRedBall, which has 578 GitHub stars. The repository holds 32 skills in this directory. The repository was last updated on October 10, 2026.

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