assets-pipeline

assets-pipeline is a skill for Claude Code from jame581/GodotPrompter. It costs 29 tokens per session (3,700 once invoked), scanned A, original, MIT.

A guide to bringing images, 3D scenes, audio, and other files into Godot and managing the settings Godot creates for them. It explains import configuration, reimporting, and which generated files belong in version control.

In plain words
What is it for?
Use it when importing or configuring textures, 3D scenes, audio, animations, and other Godot resources. It also covers compression, file formats, and import-related performance concerns.
Why use it?
It reduces mistakes such as editing generated cache files, committing temporary data, or forgetting to reimport an asset after changing its settings.

Skill for Claude Code

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

Part of the godot-prompter plugin — 61 skills, 9 agents, 2 hooks shipped together

Good fit Use it when importing or configuring textures, 3D scenes, audio, animations, and other Godot resources. It also covers compression, file formats, and import-related performance concerns.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/assets-pipeline
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 jame581/GodotPrompter --skill assets-pipeline
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 61 skills, 9 agents, 2 hooks.

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 assets-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/assets-pipeline/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/assets-pipeline)
Your own site
<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.

agentmods 80×15 button for assets-pipeline

Your own site · 80×15
<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>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,700 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00029 $0.03700
Opus 5.5 $0.00012 $0.01480
Sonnet 5.5 $0.00006 $0.00740
Haiku 4.5 $0.00003 $0.00370

Measured 3d ago against content hash 24da553c08f8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 3d 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.

skills/assets-pipeline/SKILL.md · 306 lines

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 .import files 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

  1. Select the file in the FileSystem dock
  2. Open the Import dock (next to Scene dock by default)
  3. Change settings
  4. 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/.gltf file).


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

Read the full file on GitHub · 306 lines

Files

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.

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. 3d ago Changed 24da553c08f8
  2. 13d ago Changed 495a1eec084b
  3. 1mo ago First seen · 306 lines · 29 tokens per session scan A 7dbc4d807be8

Subscribe to this mod's changes

assets-pipeline is a skill published in the GitHub repository jame581/GodotPrompter (871 stars, last pushed 2d ago), licensed MIT. It adds 29 tokens to every session and 3,700 once invoked, about $0.0001 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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