Agent skill

Shapes Collision Attachment

by vchelaru in vchelaru/FlatRedBall

How FlatRedBall shapes attach to entities vs. An agent skill from vchelaru/FlatRedBall.

MITAuto-check passedGame Development

Install Shapes Collision Attachment

skills CLI
$ npx skills add vchelaru/FlatRedBall --skill shapes-collision-attachment -a claude-code

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

GitHub CLI
$ gh skill install vchelaru/FlatRedBall shapes-collision-attachment --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/shapes-collision-attachment .claude/skills/shapes-collision-attachment && 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
shapes-collision-attachment
GitHub stars
578
Token cost
~444 tokens
SKILL.md length
191 words
Files
1
Skills in repo
32
Repo updated
First seen
Licence
MIT

At a glance

How FlatRedBall shapes attach to entities vs. An agent skill from vchelaru/FlatRedBall.

  • Works in 2 steps: Attachment. A shape (Circle,… → Collision membership. ICollidable…
  • Game Development work in your project
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Shapes Collision Attachment is an agent skill from vchelaru/FlatRedBall. How FlatRedBall shapes attach to entities vs. participate in collision — PositionedObject.Children vs ICollidable.Collision. Triggers: SetCollisionFromAnimation, ICollidable, ShapeCollection, AttachTo, animation-driven shapes, bullet-origin/marker shapes.

Its SKILL.md is about 440 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

  • “/shapes-collision-attachment”

Workflow steps

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

  1. Attachment. A shape (Circle, AxisAlignedRectangle, Polygon, etc.) is a PositionedObject. AttachTo makes it move with a parent, same as any…
  2. Collision membership. ICollidable (Math/Geometry/ICollidable.cs:14) adds one more thing: a Collision ShapeCollection. A shape only affects…

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

Shapes Collision Attachment loads about 444 tokens when it runs. Until then it costs about 71 tokens; SKILL.md has 191 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~71
When it runs · the whole SKILL.md, loaded when a task matches
~444

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). 191 words, ~444 tokens.

Download SKILL.mdSave it as .claude/skills/shapes-collision-attachment/SKILL.md (or your agent's skills folder).
name
shapes-collision-attachment
description
How FlatRedBall shapes attach to entities vs. participate in collision — PositionedObject.Children vs ICollidable.Collision. Triggers: SetCollisionFromAnimation, ICollidable, ShapeCollection, AttachTo, animation-driven shapes, bullet-origin/marker shapes.

Shapes, Collision, and Attachment

Two separate things get conflated here. Don't assume one implies the other.

  1. Attachment. A shape (Circle, AxisAlignedRectangle, Polygon, etc.) is a PositionedObject. AttachTo makes it move with a parent, same as any other child (PositionedObject.Children, PositionedObject.cs:288). This works on any entity, ICollidable or not.
  2. Collision membership. ICollidable (Math/Geometry/ICollidable.cs:14) adds one more thing: a Collision ShapeCollection. A shape only affects collision detection if it's also added to .Collision — being attached doesn't do that on its own.

Sprite.SetCollisionFromAnimation (Sprite.cs:2044) requires ICollidable because it writes into .Collision, not because reading shapes off an animation frame needs it. Custom code can read CurrentFrame.ShapeCollectionSave and use it however it wants on any entity — see Enemy.GetNewBulletPosition() in CrankyChibiCthulhu for a non-collision example (a BulletOrigin circle used to position bullet spawns).

Landmine: createMissingShapes: true on SetCollisionFromAnimation adds any unmatched named shape in the current frame to .Collision, including one only meant as a position marker. There's currently no way to sync a shape as a child from animation without risking it becoming a live collision shape if that flag is on.

Related: achx-format skill for how shapes are stored per animation frame.

© 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/shapes-collision-attachment of vchelaru/FlatRedBall.

Open the folder on GitHubat commit fa654ab

Compare with similar skills

Shapes Collision Attachment 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.

Shapes Collision Attachment compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Shapes Collision Attachment this skillvchelaru/FlatRedBall578—~444Automated 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 Shapes Collision Attachment

What does Shapes Collision Attachment do?

How FlatRedBall shapes attach to entities vs. An agent skill from vchelaru/FlatRedBall. Shapes Collision Attachment is an agent skill from vchelaru/FlatRedBall. How FlatRedBall shapes attach to entities vs.

When should I use Shapes Collision Attachment?

Shapes Collision Attachment fits situations like: game Development work in your project.

How do I install Shapes Collision Attachment in Claude Code?

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

How do I install Shapes Collision Attachment in Codex?

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

Can I use Shapes Collision Attachment 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 shapes-collision-attachment -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/shapes-collision-attachment, .gemini/skills/shapes-collision-attachment, .github/skills/shapes-collision-attachment and .opencode/skills/shapes-collision-attachment in your project.

What does Shapes Collision Attachment need to run?

SKILL.md names no scripts, command-line tools or credentials: Shapes Collision Attachment is instructions for the agent only.

Does Shapes Collision Attachment 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 Shapes Collision Attachment 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 Shapes Collision Attachment use?

Shapes Collision Attachment 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 Shapes Collision Attachment use?

About 444 tokens (SKILL.md is roughly 1.8k 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 Shapes Collision Attachment?

Skills that share tags, products or a category with Shapes Collision Attachment: 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 Shapes Collision Attachment?

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.