asset-pipeline-patterns

asset-pipeline-patterns is a skill for Claude Code from HermeticOrmus/claude-code-game-development. It costs 64 tokens per session (2,172 once invoked), scanned A, original, MIT.

A collection of reusable patterns for game-asset pipelines: rules for importing files, packing textures, configuring LODs, setting audio compression, and validating assets in automated builds.

In plain words
What is it for?
Use it to set Godot or Unity import standards, build texture atlases, configure LODs, choose audio settings, and write CI validation scripts.
Why use it?
It provides concrete starting points for keeping asset preparation repeatable across a project and its target platforms.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

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

Good fit Use it to set Godot or Unity import standards, build texture atlases, configure LODs, choose audio settings, and write CI validation scripts.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hermeticormus/claude-code-game-development/asset-pipeline-patterns
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.

Any agent
npx skills add HermeticOrmus/claude-code-game-development --skill asset-pipeline-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-development

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 asset-pipeline-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/asset-pipeline-patterns/github.svg)](https://agentmods.dev/skills/hermeticormus/claude-code-game-development/asset-pipeline-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/asset-pipeline-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/asset-pipeline-patterns/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 asset-pipeline-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/asset-pipeline-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/asset-pipeline-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,172 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 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 $0.00064 $0.02172
Opus 5.5 $0.00026 $0.00869
Sonnet 5.5 $0.00013 $0.00434
Haiku 4.5 $0.00006 $0.00217

Measured 15d ago against content hash 9b6cd99e02d7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

asset-pipeline-patterns 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

Copies of this mod

1 near-identical copy found in the catalogue:

plugins/asset-pipelines/skills/asset-pipeline-patterns/SKILL.md · 232 lines

How it starts

The opening of the file, as written. The whole thing — 232 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Asset Pipeline Patterns

Godot Import Override by Directory

# res://assets/textures/ui/.gdignore does NOT affect imports.
# Instead, use import override files per directory.
# Place in res://assets/textures/ui/.import_defaults (Godot 4 pattern):

# Or use a _meta.godot file approach, or set each .import file.
# Practical approach: GDScript editor tool to batch-set import settings.
# Editor tool: batch set texture compression for a directory
@tool
extends EditorScript

const TARGET_DIR := "res://assets/textures/environment/"
const COMPRESS_MODE := 3  # VRAM compressed (BC7/ASTC based on platform)

func _run() -> void:
    var dir := DirAccess.open(TARGET_DIR)
    if not dir:
        push_error("Cannot open directory: %s" % TARGET_DIR)
        return

    dir.list_dir_begin()
    var file_name := dir.get_next()
    while file_name != "":
        if file_name.ends_with(".png") or file_name.ends_with(".jpg"):
            _set_texture_compression(TARGET_DIR + file_name)
        file_name = dir.get_next()

    EditorInterface.get_resource_filesystem().scan()
    print("Batch import settings applied.")

func _set_texture_compression(path: String) -> void:
    var import_path := path + ".import"
    var config := ConfigFile.new()
    config.load(import_path)
    config.set_value("params", "compress/mode", COMPRESS_MODE)
    config.set_value("params", "mipmaps/generate", true)
    config.save(import_path)

Unity AssetPostprocessor for Texture Standards

// Enforces texture import settings based on directory convention
// Place in Editor/ folder
using UnityEditor;
using UnityEngine;

public class TextureImportEnforcer : AssetPostprocessor
{
    void OnPreprocessTexture()
    {
        var importer = assetImporter as TextureImporter;
        if (importer == null) return;

        string path = assetPath.ToLower();

        if (path.Contains("/ui/"))
        {
            importer.textureType = TextureImporterType.Sprite;
            importer.mipmapEnabled = false;
            SetPlatformSettings(importer, "Standalone", TextureImporterFormat.BC7);
            SetPlatformSettings(importer, "Android", TextureImporterFormat.ASTC_6x6);
            SetPlatformSettings(importer, "iPhone", TextureImporterFormat.ASTC_6x6);
        }
        else if (path.Contains("/environment/"))
        {
            importer.textureType = TextureImporterType.Default;
            importer.mipmapEnabled = true;
            importer.streamingMipmaps = true;  // Only load needed mip levels
            SetPlatformSettings(importer, "Standalone", TextureImporterFormat.BC7);
            SetPlatformSettings(importer, "Android", TextureImporterFormat.ASTC_4x4);
            SetPlatformSettings(importer, "iPhone", TextureImporterFormat.ASTC_4x4);
        }
        else if (path.Contains("/normalmap/") || path.Contains("_normal"))
        {
            importer.textureType = TextureImporterType.NormalMap;
            SetPlatformSettings(importer, "Standalone", TextureImporterFormat.BC5);
        }
    }

    static void SetPlatformSettings(TextureImporter importer, string platform, TextureImporterFormat format)
    {
        var settings = new TextureImporterPlatformSettings
        {
            name = platform,
            overridden = true,
            format = format,
            maxTextureSize = 2048,
            compressionQuality = (int)TextureCompressionQuality.Best
        };
        importer.SetPlatformTextureSettings(settings);
    }
}

Read the full file on GitHub · 232 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 · 232 lines · 64 tokens per session scan A 9b6cd99e02d7

Subscribe to this mod's changes

asset-pipeline-patterns is a skill published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 64 tokens to every session and 2,172 once invoked, about $0.0003 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 2026-10-01.

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