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.
npx skills add jame581/GodotPrompter --skill assets-pipelinegit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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/jame581/godotprompter/assets-pipeline)<a href="https://agentmods.dev/skills/jame581/godotprompter/assets-pipeline"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/assets-pipeline/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/jame581/godotprompter/assets-pipeline"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/assets-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00029 | $0.03605 |
| Opus 5 | $0.00015 | $0.01802 |
| Sonnet 5 | $0.00006 | $0.00721 |
| Haiku 4.5 | $0.00003 | $0.00361 |
Grade A, and why
assets-pipeline 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 — 306 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Assets Pipeline in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: audio-system for audio playback and bus architecture, 3d-essentials for 3D materials and lighting, 2d-essentials for 2D rendering and sprites, animation-system for imported animations, godot-optimization for asset-related performance, multithreading for threaded resource loading.
1. How Importing Works
The Import System
When you add a file to res://, Godot auto-imports it based on its type. Import settings are stored in .import sidecar files alongside the original.
project/
├── textures/
│ ├── player.png ← original file (committed to VCS)
│ └── player.png.import ← import settings (committed to VCS)
└── .godot/
└── imported/ ← compiled cache (NOT committed — .gitignore it)
Key Rules
- Never modify files in
.godot/imported/— they are regenerated from originals - Commit
.importfiles to version control — they store your settings - Reimport after changing settings: select file → Import dock → click Reimport
.godot/should be in your.gitignore
Changing Import Settings
- Select the file in the FileSystem dock
- Open the Import dock (next to Scene dock by default)
- Change settings
- Click Reimport (or Reimport All for batch changes)
Import settings can also be set via Advanced Import Settings for 3D scenes (double-click the
.glb/.gltffile).
2. Image Import
Compression Modes
| Mode | Quality | VRAM | File Size | Use For |
|---|---|---|---|---|
| Lossless | Perfect | High | Large | Pixel art, UI elements |
| Lossy | Good | High | Small | Large photos, backgrounds |
| VRAM Compressed | Reduced | Low | Small | 3D textures, large 2D sprites |
| VRAM Uncompressed | Perfect | High | Large | When VRAM compression artifacts are unacceptable |
| Basis Universal | Reduced | Low | Very small | Cross-platform, multiple GPU formats |
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 306 lines · 29 tokens per session scan A 7dbc4d807be8
assets-pipeline is a skill published in the GitHub repository jame581/GodotPrompter (690 stars, last pushed 29d ago), licensed MIT. It adds 29 tokens to every session and 3,605 once invoked, about $0.0001 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.
Other skills, from other repositories
roblox-lighting
Use for Roblox lighting, atmosphere, day/night, or post-processing effects.
roblox-audio
Use when implementing Roblox audio playback, spatial sound, music, sound effects, SoundGroups, or dynamic audio effects.
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
screenshot-isolated
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
screenshot-camera
Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.