cocos-asset-pipeline-director

cocos-asset-pipeline-director is a skill for Codex from lightblink/cocos-asset-forge-mcp. It costs 91 tokens per session (3,216 once invoked), scanned A, original, MIT.

A workflow guide for managing Cocos Creator 3.x game assets through a connected asset-generation service. Cocos Creator is a game-development tool, and the assets can include sprites, tile maps, interface graphics, effects, sounds, and related project metadata.

In plain words
What is it for?
Planning, creating, adapting, checking, and importing Cocos game assets, including sprite sheets, tile sets, interface packs, placeholders, audio, and asset folders.
Why use it?
It keeps generated game assets organized, checked, and prepared for use in a Cocos project instead of leaving them as unrelated files.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Planning, creating, adapting, checking, and importing Cocos game assets, including sprite sheets, tile sets, interface packs, placeholders, audio, and asset folders.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/lightblink/cocos-asset-forge-mcp/cocos-asset-pipeline-director
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 lightblink/cocos-asset-forge-mcp --skill cocos-asset-pipeline-director
Clone the repo
git clone --depth 1 https://github.com/lightblink/cocos-asset-forge-mcp

Made for: 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.

agentmods badge for cocos-asset-pipeline-director

README.md
[![agentmods](https://agentmods.dev/badge/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-pipeline-director/github.svg)](https://agentmods.dev/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-pipeline-director)
Your own site
<a href="https://agentmods.dev/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-pipeline-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-pipeline-director/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 cocos-asset-pipeline-director

Your own site · 80×15
<a href="https://agentmods.dev/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-pipeline-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-asset-forge-mcp/cocos-asset-pipeline-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,216 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 $0.00091 $0.03216
Opus 5 $0.00046 $0.01608
Sonnet 5 $0.00018 $0.00643
Haiku 4.5 $0.00009 $0.00322

Measured 12d ago against content hash 1230081361fa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

cocos-asset-pipeline-director 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 12d 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/cocos-asset-pipeline-director/SKILL.md · 208 lines

How it starts

The opening of the file, as written. The whole thing — 208 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cocos Asset Pipeline Director

Overview

Use this skill to direct Cocos Creator asset work through a dedicated asset-generation MCP instead of treating generated art as loose files. The skill chooses the right asset pipeline, constrains prompts for game-runtime use, preserves generated metadata, and verifies that outputs are ready to import or wire into a Cocos project.

The skill is intentionally a pipeline layer, not a competing image model wrapper. If the configured MCP can produce or adapt the requested asset, use it first.

Use cocos-asset-review-director after generation or adaptation when assets will be imported into gameplay, especially for player/enemy sprites, sprite sheets, VFX, UI packs, audio cues, directional or semantic art, or anything whose readability affects the first loop.

Compatibility

Expected MCP capabilities:

  • asset_forge_get_config
  • asset_forge_plan_pack
  • asset_forge_generate_sprite
  • asset_forge_generate_sprite_sheet
  • asset_forge_generate_sprite_grid_sheet
  • asset_forge_generate_tileset
  • asset_forge_generate_ui_pack
  • asset_forge_adapt_image
  • asset_forge_generate_sfx
  • asset_forge_generate_music_loop
  • asset_forge_adapt_audio

If one of these tools is unavailable, use the closest available MCP tool and clearly report the gap. Only use generic image generation, file downloads, or hand-authored placeholder assets when the MCP cannot satisfy the request or the user explicitly asks for another path.

Core Workflow

  1. Inspect configuration.
    • Call asset_forge_get_config before a non-trivial asset task.
    • Note the default output directory, Cocos version target, asset root, overwrite policy, and exposed providers.
  2. Clarify the runtime job.
    • Identify whether the asset is a placeholder, production candidate, UI element, gameplay sprite, animation, tileset, effect, or imported external source.
    • Identify target platform constraints: mobile, web, mini-game, playable ad, desktop, or editor-only prototype.
    • For a from-zero playable slice, define the minimum asset pack before implementation starts: gameplay placeholders, UI/HUD art, feedback/VFX cues, SFX, and optional short music loop. If the slice intentionally uses engine geometry only, record that as a deliberate prototype constraint instead of silently skipping the asset pipeline.
    • Apply a batch-first cost policy for generated images: related sprites, states, VFX frames, icons, pickups, enemy variants, projectiles, and props should be generated as one or more grid/contact sheets and sliced into frames. Use one-by-one sprite generation only for a style anchor, a uniquely important hero asset, or a failed cell that cannot be adapted.
  3. Establish a compact art bible.
    • Capture camera/view, palette, outline style, rendering style, scale, silhouette rules, UI material, lighting, and negative prompts.
    • Reuse existing canonical assets when present instead of regenerating known characters or UI styles.
  4. Select the MCP pipeline by runtime job.
  5. Generate into the MCP output directory unless the user provides a project-specific output path.
  6. Review outputs before import.
    • For gameplay-critical sprites and VFX, apply an explicit asset contract: role, gameplay meaning, runtime size, motion requirement, style constraints, alpha policy, collision expectation, and import target.
    • Use cocos-asset-review-director for design fit, gameplay semantics, style consistency, animation readiness, alpha/silhouette issues, mobile thumbnail readability, collision fit, audio fit, and performance risk.
    • Do not import failed production-candidate assets silently. Adapt or regenerate the smallest failed unit.
  7. Import or stage assets under Cocos-friendly project folders only when requested or clearly required by the task.
  8. Report exact paths, tool choices, generation settings, review status, and any rejected or deferred assets.

Read the full file on GitHub · 208 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. 12d ago First seen · 208 lines · 91 tokens per session scan A 1230081361fa

Subscribe to this mod's changes

cocos-asset-pipeline-director is a skill published in the GitHub repository lightblink/cocos-asset-forge-mcp (1 stars, last pushed 2mo ago), licensed MIT. It adds 91 tokens to every session and 3,216 once invoked, about $0.0005 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 2026-08-31.

Related

Other skills, from other repositories

cocos-scene-prefab-assembly

Assemble Cocos Creator 3.8 scenes, prefabs, nodes, components, serialized properties, UI roots, managers, pools, and asset references into playable local game scenes. Use whenever the user asks Codex to wire gameplay into a Cocos scene, create or update prefabs, attach scripts, assign generated assets, define node…

lightblink/cocos-creator-local-mcp · 88 tokens

cocos-wechat-local-build

Build, inspect, and debug local Cocos Creator 3.8 WeChat Mini Game packages without publishing. Use whenever the user asks Codex to prepare a Cocos project for local wechatgame build, create or review build configs, run Cocos Creator command-line builds, inspect build/wechatgame output, check package budgets, or…

lightblink/cocos-creator-local-mcp · 86 tokens

cocos-creator-gameplay-architecture

Implement and review Cocos Creator 3.8 gameplay architecture, TypeScript components, UI systems, scene wiring, prefabs, resource loading, input, audio, tweening, collision, object pooling, state machines, and maintainable runtime code. Use whenever the user asks Codex to build gameplay, create a Cocos prototype…

lightblink/cocos-creator-local-mcp · 97 tokens

cocos-game-design-director

Direct production-quality game design for Cocos Creator and WeChat Mini Game projects. Use when Codex needs to turn a game idea into a playable concept, define a core loop, scope an MVP or vertical slice, critique mechanics, write a design brief, choose player goals and rewards, or align gameplay implementation with…

lightblink/cocos-creator-local-mcp · 74 tokens

cocos-game-reference-research-director

Research and deconstruct reference games, genre expectations, player promises, mechanics, content patterns, monetization-adjacent systems, art/audio cues, UX conventions, and IP-safe design pillars before planning or implementing Cocos Creator and WeChat Mini Game projects. Use when the user describes a game by…

lightblink/cocos-creator-local-mcp · 131 tokens

cocos-interaction-ux-director

Design and critique touch-first interaction, game UX, UI states, onboarding, feedback, and control feel for Cocos Creator and WeChat Mini Game projects. Use when Codex needs to improve controls, menus, HUD, restart flow, tutorials, input mapping, moment-to-moment feedback, or player comprehension before or during…

lightblink/cocos-creator-local-mcp · 75 tokens