Borrowing it
Nothing to install: this file belongs to hhhh124hhhh/godot-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/hhhh124hhhh/godot-mcp/main/.claude/skills/godot-skills/sub-skills/godot-resource-workflow/SKILL.mdgit clone --depth 1 https://github.com/hhhh124hhhh/godot-mcpWrote 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.
[](https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-resource-workflow)<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-resource-workflow"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-resource-workflow/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.
<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-resource-workflow"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-resource-workflow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00039 | $0.02542 |
| Opus 5 | $0.00019 | $0.01271 |
| Sonnet 5 | $0.00008 | $0.00508 |
| Haiku 4.5 | $0.00004 | $0.00254 |
Grade A, and why
Godot Resource Workflow 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 11d 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.
How it starts
The opening of the file, as written. The whole thing — 297 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 资源工作流程技能
本技能为Godot开发者提供完整的资源文件管理能力,支持.tres资源的创建、修改、批量处理、依赖解析和资源优化,构建高效的资源工作流。
触发条件
- 需要创建或修改资源文件(.tres, .res)
- 提及"资源管理"、"资源依赖"、"批量导入资源"
- 需要分析资源依赖关系或解决资源冲突
- 需要批量处理资源(如批量修改材质、纹理设置)
- 需要导入外部资源或优化现有资源
核心功能
1. 资源文件创建与管理
支持创建和编辑各种Godot资源类型:
- StandardMaterial3D / ShaderMaterial
- Texture2D / Texture3D / TextureArray
- Mesh 资源(ArrayMesh, PrimitiveMesh)
- Script 资源(GDScript)
- Scene 资源(PackedScene)
- Audio 资源(AudioStream)
2. 资源依赖关系管理
自动分析和处理资源间的依赖关系:
- 材质依赖纹理和Shader
- Script依赖其他脚本(继承)
- Scene依赖子场景和资源
- 依赖关系可视化
- 循环依赖检测和修复
3. 批量资源处理
支持批量操作多个资源:
- 批量修改资源属性
- 批量转换资源格式
- 批量重命名和整理
- 批量导入和导出
4. 资源优化与压缩
提供资源优化建议和实施:
- 纹理压缩(VRAM压缩、ETC2、S3TC)
- 网格优化(LOD、批量合并)
- 音频优化(压缩格式、比特率)
- 资源文件大小优化
执行步骤
创建资源文件
-
规划资源类型
- 确定需要的资源类型
- 设计资源属性(PBR材质、纹理分辨率等)
- 考虑性能影响(移动端vs桌面端)
-
准备资源素材
- 纹理图片(PNG, JPG, WebP)
- 3D模型文件(GLTF, FBX, OBJ)
- 音频文件(WAV, MP3, OGG)
- Shader代码(.gdshader)
-
执行资源创建
- 使用 Godot 编辑器或 MCP 工具创建资源
- 配置资源属性
- 设置资源导入参数
-
验证和测试
- 在场景中测试资源
- 检查视觉/音频效果
- 验证性能
批量处理资源
-
选择目标资源
- 确定资源路径或通配符模式
- 筛选符合条件的资源
-
定义处理操作
- 确定要执行的操作(修改属性、转换格式等)
- 准备操作参数
-
执行批量处理
- 遍历所有目标资源
- 应用操作
- 记录处理结果
-
验证结果
- 检查处理后的资源
- 验证项目仍然能正常运行
代码示例
示例 1: 创建标准材质资源
# 创建 StandardMaterial3D 资源
claude godot create_resource --project_path="/mnt/d/godot-projects/my-game" \
--resource_type="StandardMaterial3D" \
--resource_path="res://materials/ground.tres" \
--properties='{
"albedo_color": "Color(0.2, 0.5, 0.2, 1)",
"metallic": 0.0,
"roughness": 0.8
}'
示例 2: 批量修改材质纹理
# 将所有材质的纹理过滤模式改为 Nearest
claude godot batch_update_resources --resource_pattern="res://materials/*.tres" \
--property="texture_filter" \
--value="BaseMaterial3D.TEXTURE_FILTER_NEAREST"
示例 3: 分析资源依赖关系
# 分析场景的资源依赖
claude godot analyze_dependencies --resource_path="res://scenes/main_level.tscn"
# 输出:列出所有依赖的纹理、材质、脚本等资源
示例 4: 批量导入纹理并设置参数
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.
- 11d ago First seen · 297 lines · 39 tokens per session scan A 32497e8ae99d
Godot Resource Workflow is a skill published in the GitHub repository hhhh124hhhh/godot-mcp (42 stars, last pushed 9mo ago), licensed MIT. It adds 39 tokens to every session and 2,542 once invoked, about $0.0002 per session on Opus 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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