unity-3d-to-sprite-baker: Instructions file for Codex

AGENTS.md

unity-3d-to-sprite-baker AGENTS.md is an instructions file for Codex, OpenCode from sinanata/unity-3d-to-sprite-baker. It costs 2,789 tokens per session, scanned A, original, MIT.

A set of instructions for using a Unity 6 tool that turns animated 3D character models into 2D sprite atlases while the game runs.

In plain words
What is it for?
Use it when adding the sprite baker to a Unity project, following its rules, or working with its public C# API.
Why use it?
It explains the required setup and timing so coding agents do not misuse the runtime, asynchronous baking process.

Instructions file for CodexOpenCode

Written for Codex and OpenCode: the file is AGENTS.md. Also seen: mentions Claude Code; mentions AGENTS.md; mentions Codex.

This is sinanata/unity-3d-to-sprite-baker's own configuration. It tells Codex and OpenCode how to work on unity-3d-to-sprite-baker itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything unity-3d-to-sprite-baker configures →

Reuse

Borrowing it

Nothing to install: this file belongs to sinanata/unity-3d-to-sprite-baker. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/sinanata/unity-3d-to-sprite-baker/main/AGENTS.md
Clone the repo
git clone --depth 1 https://github.com/sinanata/unity-3d-to-sprite-baker

Made for: Codex, OpenCode.

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When invoked 2,789 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found 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 $0.02789 $0.02789
Opus 5.5 $0.01116 $0.01116
Sonnet 5.5 $0.00558 $0.00558
Haiku 4.5 $0.00279 $0.00279

Measured 2mo ago against content hash 5d4e501f41a7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-3d-to-sprite-baker AGENTS.md 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 2mo 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.

AGENTS.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AGENTS.md

Guidance for AI coding agents (Codex, Cursor, GitHub Copilot, Claude Code, Windsurf, Aider, Zed, and others) working in this repository or wiring this tool into another project. Humans: this is a fast, accurate map. Deeper docs are linked at the bottom.

What this project is

A drop-in runtime sprite-atlas baker for Unity 6 + URP. It takes any 3D animated character prefab and, at game start, captures every requested clip × frame into a single packed Texture2D atlas via an offscreen orthographic camera + async GPU readback — then plays the atlas back as a flat textured quad that shares one material across every instance. The runtime is six C# files under Assets/SpriteBaker/Runtime/. Namespace: SpriteBaker. License: MIT. Battle-tested in Leap of Legends, whose lowest mobile quality preset bakes every character to a sprite at start (a 60-bone skinned mesh → one flat quad).

Golden rules (do not violate)

  1. Baking is a runtime, async, coroutine-driven process — not editor-only and not synchronous. SpriteAtlasBaker.Instance.Enqueue(request) captures one frame per Unity frame; the atlas is NOT ready the same frame you enqueue. Read results with SpriteAtlasCache.TryGet(key, out var atlas); poll SpriteAtlasCache.IsReady(key) / SpriteAtlasBaker.Instance.IsPending(key), or just call AnimatedSpriteRenderer.Bind(key) early — it hides its mesh and re-checks every Update until the bake lands. To re-bake, SpriteAtlasCache.Evict(key) first (a duplicate Enqueue on a ready/pending key is silently dropped).
  2. The playback material is URP/Unlit driven from Resources/SpriteBakerAtlasUnlitTemplate.mat, NOT the AtlasCutout.shader. The custom SpriteBaker/AtlasCutout shader ships as a fallback, but the runtime does new Material(template) because a custom URP shader compiled via new Material(shader) renders solid black on WebGL2, and the _ALPHATEST_ON variant is stripped from the build unless a serialized .mat carries the keyword. Do not "simplify" this to new Material(Shader.Find("SpriteBaker/AtlasCutout")) — that reintroduces the WebGL black-quad bug. Copy the whole Assets/SpriteBaker/ folder (including Editor/ and the .mat), not just Runtime/.
  3. Render via URP's SingleCameraRequest, not Camera.Render(). Camera.Render() happens to work on D3D11 in the editor but is a no-op on WebGL2 URP, producing an empty/black atlas. The baker uses RenderPipeline.SubmitRenderRequest(cam, new UniversalRenderPipeline.SingleCameraRequest { destination = rt }).
  4. Every bake needs a capture-stage light rig. The prefab is instantiated at ~(2000, 2000, 0), far from any scene light; a URP/Lit character there renders solid black without the key + fill + ambient rig the baker spawns (each light needs UniversalAdditionalLightData, or WebGL's URP silently drops it). Use CaptureLighting.Default, or set DisableDefaultRig and stage your own in PreCaptureCallback.
  5. CaptureRotation composes onto the prefab's authored rotation (it is not a replacement). Quaternion.identity means "natural orientation." Kenney AC2 rigs need Quaternion.Euler(0, 180, 0); Mixamo uses identity. For rigs whose animation curves bind relative to a child transform, set SampleAnimationTargetPath (e.g. "Root" for Kenney AC2, "Armature" / "Hips" for Mixamo) or the loose-clip bake captures bind pose.
  6. The per-frame yield return null in the bake loop is load-bearing. It lets Unity's skinning (LateUpdate) re-pose the mesh between captures; remove it and every captured frame shows the identical pose — a silent bug (the atlas "looks almost right"). Do not "optimize" it away.
  7. No using LeapOfLegends.* or other product-specific imports. New runtime code lives in the SpriteBaker namespace only; demo-only code lives under SpriteBaker.Demo.

Read the full file on GitHub · 124 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. 2mo ago First seen · 124 lines · 2,789 tokens per session scan A 5d4e501f41a7

Subscribe to this mod's changes

unity-3d-to-sprite-baker AGENTS.md is an instructions file published in the GitHub repository sinanata/unity-3d-to-sprite-baker (46 stars, last pushed 3mo ago), licensed MIT. It adds 2,789 tokens to every session, about $0.0112 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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