asset-pipeline-patterns

asset-pipeline-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (2,101 once invoked), scanned A, original, MIT.

A set of Godot game-development patterns for controlling how textures are imported, including directory-level settings and an editor script that applies compression to many image files.

In plain words
What is it for?
Use it to configure texture imports by folder, choose compression settings, and batch-update PNG or JPG files with a Godot editor script.
Why use it?
It explains why hiding a folder with `.gdignore` does not stop Godot from importing its images and shows supported ways to set those import options.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to configure texture imports by folder, choose compression settings, and batch-update PNG or JPG files with a Godot editor script.

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Install with agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/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/LibreGameDev-Claude-Code --skill asset-pipeline-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

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.

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README.md
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Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,101 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 $0.00000 $0.02101
Opus 5 $0.00000 $0.01051
Sonnet 5 $0.00000 $0.00420
Haiku 4.5 $0.00000 $0.00210

Measured 8d ago against content hash b02e1a5f4ba5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 8d 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.

plugins/asset-pipelines/skills/asset-pipeline-patterns/SKILL.md · 227 lines

How it starts

The opening of the file, as written. The whole thing — 227 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 · 227 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. 8d ago First seen · 227 lines · 0 tokens per session scan A b02e1a5f4ba5

Subscribe to this mod's changes

asset-pipeline-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,101 tokens. 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 2026-08-31.

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