Token导航 LogoToken导航

Agent Skill · 开发

spoint(spoint 命令行)

spoint 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

spoint 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描有未通过项,按安装量在开发类的 21,746 个 Skill 里排第 13,195。

总安装 979周安装 40GitHub Stars 2下载 317核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:spoint(spoint 命令行)
来源仓库:https://github.com/anentrypoint/spawnpoint
仓库路径:skills/spoint
安装命令:
npx skills add https://github.com/anentrypoint/spawnpoint --skill spoint
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/anentrypoint/spawnpoint --skill spoint

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

spoint 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 AI 宿主中整理项目状态。适用于围绕代码变更和协作事项的信息管理。通过 npx skills add 命令从 GitHub 仓库安装并使用。需确认权限范围和维护状态,避免触发未授权的联网或文件操作。

建议参考原始 README 了解具体功能和使用限制。

来源仓库内路径:skills/spoint

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/anentrypoint/spawnpoint --skill spoint;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

spoint 怎么安装?

在终端执行 npx skills add https://github.com/anentrypoint/spawnpoint --skill spoint。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

spoint 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

spoint 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/anentrypoint/spawnpoint --skill spoint 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

spoint 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

spoint 用的人多吗?

公开数据是累计安装 979 次,近一周安装 40 次,下载 317 次,GitHub 2 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

spoint 安全吗?

第三方扫描有未通过项,风险较高。除非你确认过源码,否则不建议直接安装到常用环境。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方扫描存在提醒项或未通过项,需要人工逐条确认。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
spoint

spoint 命令行 · 本页

9792执行命令未明确未通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Spawnpoint App Development Reference

Setup:

bunx spoint scaffold   # first time — copies default apps/ into cwd
bunx spoint            # start server (localhost:3001)
bunx spoint-create-app my-app
bunx spoint-create-app --template physics my-crate

Project structure: apps/world/index.js (world config) + apps/<name>/index.js (apps). Engine is from npm — never in user project.

App design principle: apps are config, engine is code.

  • No client block unless your app renders custom UI (ui: field in render return). The snapshot carries position/rotation/custom automatically.
  • No onEditorUpdate — the engine applies position/rotation/scale/custom changes from the editor automatically.
  • Use ctx.physics.addColliderFromConfig(cfg) instead of separate setStatic/setDynamic + addBoxCollider calls.
  • Use ctx.world.spawnChild(id, cfg) instead of spawn + manual teardown loop — children are auto-destroyed.
  • Keep helper functions outside the export default {} block (hoisted by evaluateAppModule).

Quick Start — Minimal Working Arena

apps/world/index.js

export default {
  port: 3001, tickRate: 64, gravity: [0, -9.81, 0],
  movement: { maxSpeed: 4.0, groundAccel: 10.0, airAccel: 1.0, friction: 6.0, stopSpeed: 2.0, jumpImpulse: 4.0 },
  player: { health: 100, capsuleRadius: 0.4, capsuleHalfHeight: 0.9, modelScale: 1.323, feetOffset: 0.212 },
  scene: { skyColor: 0x87ceeb, fogColor: 0x87ceeb, fogNear: 80, fogFar: 200, sunIntensity: 1.5, sunPosition: [20, 40, 20] },
  entities: [{ id: 'environment', model: './apps/game/map.glb', position: [0,0,0], app: 'environment' }],
  spawnPoint: [0, 2, 0]
}

apps/environment/index.js — static environment with trimesh physics

// client block not needed — snapshot carries position/model automatically
export default {
  server: {
    async setup(ctx) {
      try {
        await ctx.physics.addColliderFromConfig({ type:'trimesh' })
      } catch (e) {
        console.log(\`Trimesh failed: \${e.message}, using box fallback\`)
        ctx.physics.addColliderFromConfig({ type:'box', size:[100, 25, 100] })
      }
    }
  }
}

apps/box-static/index.js — reusable static box primitive

// Apps are config, not code. No client block needed — snapshot carries position/rotation/custom automatically.
export default {
  server: {
    setup(ctx) {
      const c = ctx.config
      const hx = c.hx ?? 1, hy = c.hy ?? 1, hz = c.hz ?? 1
      ctx.entity.custom = { mesh:'box', color:c.color??0x888888, roughness:c.roughness??0.9, sx:hx*2, sy:hy*2, sz:hz*2 }
      ctx.physics.addColliderFromConfig({ type:'box', size:[hx,hy,hz] })
    }
  }
}

World Config Schema

All fields optional. apps/world/index.js exports a plain object.

export default {
  port: 3001, tickRate: 64, gravity: [0,-9.81,0],
  entityTickRate: 16,      // app update() Hz (default = tickRate). Lower = fewer update() calls, less CPU
  physicsRadius: 0,        // dynamic body LOD radius (0 = disabled). Bodies outside all players suspended from Jolt
  movement: {
    maxSpeed: 4.0,         // code default is 8.0 — always override explicitly
    groundAccel: 10.0, airAccel: 1.0, friction: 6.0, stopSpeed: 2.0,
    jumpImpulse: 4.0,      // velocity SET (not added) on jump
    crouchSpeedMul: 0.4, sprintSpeed: null  // null = maxSpeed * 1.75
  },
  player: {
    health: 100, capsuleRadius: 0.4, capsuleHalfHeight: 0.9, crouchHalfHeight: 0.45,
    mass: 120, modelScale: 1.323,
    feetOffset: 0.212      // feetOffset * modelScale = negative Y on model
  },
  scene: {
    skyColor: 0x87ceeb, fogColor: 0x87ceeb, fogNear: 80, fogFar: 200,
    ambientColor: 0xfff4d6, ambientIntensity: 0.3,
    sunColor: 0xffffff, sunIntensity: 1.5, sunPosition: [21,50,20],
    fillColor: 0x4488ff, fillIntensity: 0.4, fillPosition: [-20,30,-10],
    shadowMapSize: 1024, shadowBias: 0.0038, shadowNormalBias: 0.6, shadowRadius: 12, shadowBlurSamples: 8
  },
  camera: {
    fov: 70, shoulderOffset: 0.35, headHeight: 0.4,
    zoomStages: [0,1.5,3,5,8], defaultZoomIndex: 2,
    followSpeed: 12.0, snapSpeed: 30.0, mouseSensitivity: 0.002, pitchRange: [-1.4,1.4]
  },
  animation: { mixerTimeScale: 1.3, walkTimeScale: 2.0, sprintTimeScale: 0.56, fadeTime: 0.15 },
  entities: [{ id:'env', model:'./apps/my-app/env.glb', position:[0,0,0], app:'environment', config:{} }],
  playerModel: './apps/tps-game/Cleetus.vrm',
  spawnPoint: [0,2,0]
}

Asset Loading Gate

Loading screen holds until ALL pass simultaneously:

  1. WebSocket connected
  2. Player VRM downloaded
  3. Any entity with model field (or entity creating a mesh) loaded
  4. First snapshot received
  5. All world.entities entries with model field loaded

Entities spawned via ctx.world.spawn() at runtime are NOT in the gate. Declare in world.entities to block loading screen on a model.


Remote Models — Verified Filenames

URL: https://raw.githubusercontent.com/anEntrypoint/assets/main/FILENAME.glb

Never guess filenames — wrong URLs silently 404, no error.

broken_car_b6d2e66d_v1.glb  broken_car_b6d2e66d_v2.glb  crashed_car_f2b577ae_v1.glb
crashed_pickup_truck_ae555020_v1.glb  crashed_rusty_minivan_f872ff37_v1.glb  Bus_junk_1.glb
blue_shipping_container_60b5ea93_v1.glb  blue_shipping_container_63cc3905_v1.glb
dumpster_b076662a_v1.glb  dumpster_b076662a_v2.glb  garbage_can_6b3d052b_v1.glb
crushed_oil_barrel_e450f43f_v1.glb  fire_hydrant_ba0175c1_v1.glb
fire_extinguisher_wall_mounted_bc0dddd4_v1.glb
break_room_chair_14a39c7b_v1.glb  break_room_couch_444abf63_v1.glb
break_room_table_09b9fd0d_v1.glb  filing_cabinet_0194476c_v1.glb
fancy_reception_desk_58fde71d_v1.glb  cash_register_0c0dcad2_v1.glb
espresso_machine_e722ed8c_v1.glb  Couch.glb  Couch_2.glb  3chairs.glb
large_rock_051293c4_v1.glb  Tin_Man_1.glb  Tin_Man_2.glb  Plants_3.glb  Urinals.glb  V_Machine_2.glb

Remote models are NOT in the loading gate. Use prop-static app for physics:

// apps/prop-static/index.js — already built-in, no need to recreate
// Spawn:
const BASE = 'https://raw.githubusercontent.com/anEntrypoint/assets/main'
ctx.world.spawn('dumpster-1', { model:`${BASE}/dumpster_b076662a_v1.glb`, position:[5,0,-3], app:'prop-static' })

Server ctx API

ctx.entity

ctx.entity.id / model / position / rotation / scale / velocity / custom / parent / children / worldTransform
ctx.entity.destroy()
// position: [x,y,z]  rotation: [x,y,z,w] quaternion  custom: any (sent in every snapshot — keep small)

ctx.state

Persists across hot reloads. Re-register timers and bus subscriptions in every setup:

setup(ctx) {
  ctx.state.score = ctx.state.score || 0      // || preserves value on reload
  ctx.state.data  = ctx.state.data  || new Map()
  ctx.bus.on('event', handler)                // always re-register
  ctx.time.every(1, ticker)                   // always re-register
}

ctx.config

Read-only. Set in world: {id:'x', app:'y', config:{radius:5}} → ctx.config.radius

ctx.interactable

Engine handles proximity, E-key prompt, and cooldown. App only needs onInteract:

setup(ctx) { ctx.interactable({ prompt:'Press E', radius:2, cooldown:1000 }) },
onInteract(ctx, player) { ctx.players.send(player.id, { type:'opened' }) }

ctx.physics

// One-call setup — handles motion type + collider in one step (preferred)
ctx.physics.addColliderFromConfig({
  type: 'box'|'sphere'|'capsule'|'convex'|'trimesh'|'none',
  size: [hx,hy,hz],    // box only
  radius: 0.5,          // sphere/capsule
  height: 1.8,          // capsule (full height)
  meshIndex: 0,         // convex: GLB mesh index
  mass: 10,             // dynamic only
  dynamic: true,        // motion type flag (default: static)
  kinematic: true,      // alternative motion type
  linearDamping: 1.5,
  angularDamping: 4.0,
})

// Low-level methods (use addColliderFromConfig instead for new code)
ctx.physics.setStatic(true) / setDynamic(true) / setKinematic(true)
ctx.physics.setMass(kg)
ctx.physics.addBoxCollider([hx,hy,hz])
ctx.physics.addSphereCollider(radius)
ctx.physics.addCapsuleCollider(radius, fullHeight)
ctx.physics.addTrimeshCollider()              // static-only, uses entity.model
ctx.physics.addConvexCollider(points)         // flat [x,y,z,...], all motion types
ctx.physics.addConvexFromModel(meshIndex=0)   // extracts verts from entity.model GLB
ctx.physics.addForce([fx,fy,fz])              // velocity += force/mass
ctx.physics.setVelocity([vx,vy,vz])

ctx.world

ctx.world.spawn(id, config)        // id: string|null (null=auto-generate). Returns entity|null.
ctx.world.spawnChild(id, config)   // like spawn, but auto-destroyed when parent app tears down
ctx.world.destroy(id)
ctx.world.getEntity(id)            // entity|null
ctx.world.query(filterFn)          // entity[]
ctx.world.nearby(pos, radius)      // entity IDs within radius
ctx.world.reparent(eid, parentId)  // parentId null = detach
ctx.world.attach(entityId, appName) / detach(entityId)
ctx.world.gravity                  // [x,y,z] read-only

// spawn config keys: model, position, rotation, scale, parent, app, config, autoTrimesh

ctx.players

ctx.players.getAll()
// Player: { id, state: { position, velocity, health, onGround, crouch, lookPitch, lookYaw, interact } }
ctx.players.getById(id)                   // Player|null — direct lookup
ctx.players.getNearest([x,y,z], radius)   // Player|null
ctx.players.send(playerId, msg)           // client receives in onEvent(payload, engine)
ctx.players.broadcast(msg)
ctx.players.broadcastNearby(pos, radius, msg)  // send to all players within radius of pos
ctx.players.setPosition(playerId, [x,y,z])     // teleport — no collision check

Mutate player.state.health / player.state.velocity directly — propagates in next snapshot.

ctx.bus

ctx.bus.on('channel', (e) => { e.data; e.channel; e.meta })
ctx.bus.once('channel', handler)
ctx.bus.emit('channel', data)            // meta.sourceEntity set automatically
ctx.bus.on('combat.*', handler)          // wildcard prefix
ctx.bus.handover(targetEntityId, data)   // fires onHandover on target

system.* prefix is reserved — do not emit on it.

ctx.time

ctx.time.tick / deltaTime / elapsed
ctx.time.after(seconds, fn)  // one-shot, cleared on teardown
ctx.time.every(seconds, fn)  // repeating, cleared on teardown

ctx.raycast

const hit = ctx.raycast([x,y,z], [dx,dy,dz], maxDist)
// { hit:bool, distance:number, body:bodyId|null, position:[x,y,z]|null }

ctx.storage

if (ctx.storage) {
  await ctx.storage.set('key', value)
  const val = await ctx.storage.get('key')
  await ctx.storage.delete('key')
  const keys = await ctx.storage.list('')
}

Client API

render(ctx) — return value

{ position:[x,y,z], rotation:[x,y,z,w], model:'path.glb', custom:{...}, ui:ctx.h('div',...) }

render(ctx) — available fields

ctx.entity          // { id, position, rotation, custom, model }
ctx.state           // alias for ctx.entity.custom
ctx.players         // array of all player states
ctx.h               // hyperscript createElement
ctx.network.send(msg)  // send message to server (entityId auto-attached)
ctx.engine          // full engineCtx (see below)

// Three.js shortcuts — same as ctx.engine.* but directly accessible:
ctx.THREE           // THREE namespace (BoxGeometry, MeshStandardMaterial, etc.)
ctx.scene           // THREE.Scene — ctx.scene.add(mesh)
ctx.camera          // THREE.PerspectiveCamera
ctx.renderer        // THREE.WebGLRenderer
ctx.playerId        // local player ID string
ctx.clock           // { elapsed: seconds since page load }

engine object (setup/onFrame/onInput/onEvent/onKeyDown/onKeyUp second arg)

engine.THREE / scene / camera / renderer
engine.playerId                              // local player ID
engine.network.send(msg)                     // send message to server from any hook
engine.client.state                          // { players:[...], entities:[...] }
engine.cam.getAimDirection(position)         // normalized [dx,dy,dz]
engine.cam.punch(intensity)                  // visual recoil
engine.players.getAnimator(playerId)
engine.players.setExpression(playerId, name, weight)
engine.players.setAiming(playerId, isAiming)

App hooks — full list

setup(engine)                     // called once on module load
render(ctx)                       // called every 250ms, returns render state + ui
onInput(input, engine)            // called every input tick (60Hz)
onEvent(payload, engine)          // called on server broadcast
onFrame(dt, engine)               // called every animation frame
onMouseDown(e, engine)            // mouse button press on canvas
onMouseUp(e, engine)              // mouse button release on canvas
onKeyDown(e, engine)              // keyboard key press (document-level)
onKeyUp(e, engine)                // keyboard key release (document-level)

ctx.h — hyperscript + Ripple UI

ctx.h(tag, props, ...children)  // props = attrs/inline styles or null; null children ignored
ctx.h('div', { style:'color:red' }, 'Hello')

Ripple UI CSS is loaded — use DaisyUI-compatible class names directly:

ctx.h('button', { class: 'btn btn-primary' }, 'Click me')
ctx.h('div', { class: 'card bg-base-200 shadow-xl' },
  ctx.h('div', { class: 'card-body' },
    ctx.h('h2', { class: 'card-title' }, 'Hello'),
    ctx.h('button', { class: 'btn btn-sm btn-error' }, 'Delete')
  )
)

Client apps cannot use import — all import statements stripped before evaluation. Use engine.* for deps.

onInput fields

forward backward left right jump crouch sprint shoot reload interact yaw pitch

Webcam AFAN — lazy-loaded face tracking

Opt-in only. Not loaded at startup. Enable via the webcam-avatar app or manually:

// In setup(engine) or onKeyDown — only loaded on demand
if (!window.enableWebcamAFAN) await import('/webcam-afan.js')
const tracker = await window.enableWebcamAFAN((data) => {
  // data: Uint8Array(52) — ARKit blendshape weights, each byte = weight * 255
  engine.network.send({ type: 'afan_frame', data: Array.from(data) })
})
// tracker.stop() to release camera

On the server, forward afan_frame to nearby players. Engine auto-applies received frames to target VRM morph targets when payload {type: 'afan_frame', playerId, data} arrives via onAppEvent.


Procedural Mesh (custom field)

When no GLB set, custom drives geometry — primary way to create primitives without any GLB file.

{ mesh:'box',      color:0xff8800, roughness:0.8, sx:2, sy:1, sz:2 }   // sx/sy/sz = FULL dimensions
{ mesh:'sphere',   color:0x00ff00, r:1, seg:16 }
{ mesh:'cylinder', r:0.4, h:0.1, seg:16, color:0xffd700, metalness:0.8,
                   emissive:0xffa000, emissiveIntensity:0.3,
                   light:0xffd700, lightIntensity:1, lightRange:4 }
{ ..., hover:0.15, spin:1 }                  // Y oscillation amplitude (units), rotation (rad/sec)
{ ..., glow:true, glowColor:0x00ff88, glowIntensity:0.5 }
{ mesh:'box', label:'PRESS E' }

sx/sy/sz are FULL size. addBoxCollider takes HALF-extents. sx:4,sy:2 → addBoxCollider([2,1,...])


AppLoader — Blocked Strings

Any of these anywhere in source (including comments) silently prevents load, no throw:

process.exit child_process require( __proto__ Object.prototype globalThis eval( import(


Critical Caveats

Physics only activates inside app setup(). entity.bodyType = 'static' does nothing without an app calling ctx.physics.*.

// WRONG — entity renders but players fall through:
const e = ctx.world.spawn('floor', {...}); e.bodyType = 'static'  // ignored

// CORRECT:
ctx.world.spawn('floor', { app:'box-static', config:{ hx:5, hy:0.25, hz:5 } })

maxSpeed default mismatch. Code default is 8.0. Always set movement.maxSpeed explicitly.

Horizontal velocity is wish-based. After physics step, wish velocity overwrites XZ physics result. player.state.velocity[0/2] = wish velocity. Only velocity[1] (Y) comes from physics.

Capsule parameter order. addCapsuleCollider(radius, fullHeight) — full height, halved internally. Reversed from Jolt's direct API which takes (halfHeight, radius).

Trimesh is static-only. Use addConvexCollider or addConvexFromModel for dynamic/kinematic.

setTimeout not cleared on hot reload. ctx.time.* IS cleared. Manage raw timers manually in teardown.

Destroying parent destroys all children. Reparent first to preserve: ctx.world.reparent(childId, null)

setPosition teleports through walls — physics pushes out next tick.

App sphere collision is O(n²). Keep interactive entity count under ~50.

Snapshots only sent when players > 0. Entity state still updates, nothing broadcast.

TickSystem max 4 steps per loop. >4 ticks behind (~62ms at 64TPS) = silent drop.

Player join/leave arrive via onMessage:

onMessage(ctx, msg) {
  if (!msg) return
  const pid = msg.playerId || msg.senderId
  if (msg.type === 'player_join') { /* ... */ }
  if (msg.type === 'player_leave') { /* ... */ }
}

Debug Globals

Server (Node REPL): globalThis.__DEBUG__.server
Client (browser):   window.debug  →  scene, camera, renderer, client, players, input

平台分布

Codex

35.75%
按下载量换算113

Claude

30.08%
按下载量换算95

Cursor

21.24%
按下载量换算67

Gemini CLI

10.39%
按下载量换算33

安全审计

Gen Agent Trust Hub

未通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/anentrypoint/spawnpoint --skill spoint 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在提醒或未通过项,安装前请自行复核。目前只有一个公开来源,建议同时核对源仓库。

继续浏览同类 Skills