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- nex-parkour-rooms-system
Works with the AI tools you already use
Nex Parkour Rooms System
A complete Three.js parkour system with animated platforms, checkpoint management, and progression gating.
$9
nex-parkour-rooms-system
Example session with this skill installed
Add a 3-room parkour gate to my Three.js scene. I need checkpoints, moving platforms, and a portal that unlocks the main room when they finish the 'The Ascent' level.
- Read your context and instructions
- Compiled the nex-parkour-rooms-system
Generated ParkourRooms.ts with 'THE GRID', 'THE GAUNTLET', and 'THE ASCENT' layouts. ParkourManager.ts now handles respawns at Y=-5. Call updateParkourPlatforms(delta) in your loop. Use manager.onComplete to trigger your portal animation and server sync.
Connects securely to your tools. The creator never sees your data.
What you get
About this skill
The problem
Building 3D platformers in Three.js often results in messy collision logic, unreliable respawn states, and players bypassing challenges. Implementing animated platforms that sync with game state and server persistence is time-consuming to get right from scratch.
What it does
- Generates a multi-room parkour system with static, moving, disappearing, and rotating platforms.
- Provides a runtime manager for checkpoint tracking, death/respawn cycles, and void detection.
- Includes a dynamic build system to place, move, or delete platforms at runtime.
- Manages entrance gates and portals to prevent players from entering main areas before completion.
- Handles server-side completion sync via a standardized messaging contract.
Frameworks & tools
Three.js, WebGL, and TypeScript. Works with multiplayer frameworks like Colyseus via the server sync module.
Why this beats prompting it yourself
This skill provides a production-hardened state machine for death and respawn cycles that won't leak DOM nodes or corrupt player state. It ensures collision boxes are correctly mapped to scene.userData and enforces forward-only checkpoint logic that prevents common progression exploits.
Use cases
- Creating an initiation gate or onboarding challenge for a VR or 3D room.
- Adding high-difficulty jump puzzles with specific checkpoint requirements.
- Building a runtime level editor for platformer mini-games.
- Implementing escalating difficulty rooms with custom labels and dimensions.
Known limitations
This system provides the parkour logic and geometry but does not include the player controller. You must provide your own FPS or third-person controls and hook them into the manager teleport function.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
Free skills download straight away. Paid skills unlock right after purchase.
- 2
Unzip into your skills folder
Every agent reads skills from one folder on your machine. Drop the unzipped folder in there.
- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
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Click the path to copy it. Create the folder if it does not exist yet.
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