assets

assets is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 16 tokens per session (717 once invoked), scanned A, a copy of assets, MIT.

A command for importing, arranging, compressing, and optimizing game assets such as textures, sprites, audio, and 3D models. It can also help configure level-of-detail versions, which use simpler models when objects are far away.

In plain words
What is it for?
Use it to set import options, build texture atlases, audit asset memory use, add level-of-detail settings, or choose audio and texture compression options.
Why use it?
It helps reduce memory use and improve loading or rendering without applying unsuitable settings to every platform or asset type. It also addresses texture-atlas layout and asset preparation.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the asset-pipelines plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to set import options, build texture atlases, audit asset memory use, add level-of-detail settings, or choose audio and texture compression options.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/assets
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install asset-pipelines, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for assets

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/assets/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/assets)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/assets"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/assets/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for assets

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/assets"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/assets.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 16 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 717 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00016 $0.00717
Opus 5.5 $0.00006 $0.00287
Sonnet 5.5 $0.00003 $0.00143
Haiku 4.5 $0.00002 $0.00072

Measured 15d ago against content hash aeda33d21c15, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

assets scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to assets — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

plugins/asset-pipelines/commands/assets.md · 100 lines

How it starts

The opening of the file, as written. The whole thing — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/assets

Asset import, optimization, atlasing, LOD, and compression pipeline management.

Trigger

/assets [action] [target]

Actions

import

Configure import settings for a specific asset type or directory.

/assets import "environment textures need VRAM compression with mipmaps"
/assets import "UI sprites no mipmaps, RGBA8 lossless"
/assets import "music files as OGG streaming with loop points"
/assets import "FBX character with embedded animations"

Output: Godot .import parameter block or Unity AssetPostprocessor C# snippet.

atlas

Design texture atlas layout and packing strategy.

/assets atlas "100 character portraits 128x128 each, mobile target"
/assets atlas "TileMap tileset 32x32 tiles with 2px padding"
/assets atlas "UI elements grouped by screen"

Output: Atlas dimensions, packing algorithm recommendation, Godot TileSet or Unity Sprite Atlas configuration.

optimize

Audit and reduce asset memory footprint.

/assets optimize "texture memory budget exceeded on mobile"
/assets optimize "audio takes too much RAM"
/assets optimize "3D models have no LODs"

Output: Per-category breakdown, compression format recommendations, estimated savings.

bundle

Structure assets for Addressables (Unity) or dynamic loading (Godot).

/assets bundle "separate loading screen assets from gameplay assets"
/assets bundle "DLC content packs with remote delivery"
/assets bundle "scene-specific preload groups"

Output: Asset group structure, loading code, dependency graph considerations.

Examples

Environment texture import (Godot):

/assets import "res://assets/textures/environment/ - all PNG files"

Produces .import parameter block:

[params]
compress/mode=3
compress/high_quality=true
mipmaps/generate=true
roughness/mode=1

Plus editor script to batch-apply to directory.

Texture memory audit:

/assets optimize "game uses 800MB texture RAM on mobile, budget is 256MB"

Produces: Per-format VRAM cost table, priority list of which textures to downscale or recompress, estimated result.

Read the full file on GitHub · 100 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 100 lines · 16 tokens per session scan A aeda33d21c15

Subscribe to this mod's changes

assets is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 16 tokens to every session and 717 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to assets, differing in 0 lines, and is treated as a copy.

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