game-asset-pipeline

game-asset-pipeline is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 64 tokens per session (1,692 once invoked), scanned A, original, Apache-2.0.

A process for importing, storing, compressing, loading, and checking game assets such as textures, models, audio, and scenes. It also preserves the engine metadata that keeps asset references connected.

In plain words
What is it for?
Use it when adding, importing, moving, or loading game assets. It covers platform compression, atlases, level-of-detail models, asynchronous loading, Git LFS, and asset validation.
Why use it?
It reduces broken references, oversized builds, long load times, and excessive memory use. It also prevents moving or regenerating files in ways that make scenes and prefabs lose their assets.

Skill for Claude CodeCodex

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

Good fit Use it when adding, importing, moving, or loading game assets. It covers platform compression, atlases, level-of-detail models, asynchronous loading, Git LFS, and asset validation.

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Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/game-asset-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 makifbaysal/tasktrooper --skill game-asset-pipeline
Clone the repo
git clone --depth 1 https://github.com/makifbaysal/tasktrooper

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.

agentmods badge for game-asset-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-asset-pipeline/github.svg)](https://agentmods.dev/skills/makifbaysal/tasktrooper/game-asset-pipeline)
Your own site
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-asset-pipeline"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-asset-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 game-asset-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-asset-pipeline"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-asset-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,692 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 $0.00064 $0.01692
Opus 5.5 $0.00026 $0.00677
Sonnet 5.5 $0.00013 $0.00338
Haiku 4.5 $0.00006 $0.00169

Measured 4d ago against content hash 457fe8ecd4a7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-asset-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 4d 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.

catalog/agents/game-developer/skills/game-asset-pipeline/SKILL.md · 114 lines

How it starts

The opening of the file, as written. The whole thing — 114 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Asset Pipeline

Overview

Assets are most of a game's size, most of its load time and most of its memory. They also come with engine metadata that silently breaks references when it is lost: a Unity .meta regenerated with a new GUID unhooks every prefab that used the asset. Treat assets like code — reviewed import settings, committed metadata, validated by tests.

Core principle: Compressed for the target platform, loaded asynchronously, committed with its metadata, and never moved outside the engine that owns its references.

Metadata files — commit them, never orphan them

Engine Files Rule
Unity <asset>.meta (GUID + import settings) beside every asset and folder Commit with the asset; move/rename inside the Editor or move the .meta with it; never delete and regenerate
Godot 4 <asset>.import beside imported assets; .uid beside scripts and shaders (4.4+); .godot/ cache Commit .import and .uid; ignore .godot/
Unreal .uasset / .umap (binary, references by path) Move/rename only in the Editor, then "Fix Up Redirectors"; lock binaries (LFS lockable)
Web / Bevy none Paths are code — update every reference in the same change

Moving a file with mv in a Unity or Unreal project without its metadata (or outside the editor) is a broken-reference bug even if the build is green.

Git LFS

  • Check .gitattributes first; follow the patterns it already has. Typical: *.png *.psd *.fbx *.glb *.wav *.ogg *.uasset *.umap filter=lfs diff=lfs merge=lfs -text, with lockable for Unreal binaries.
  • A new binary type the repository does not track yet gets its pattern added in the same change — not a 40 MB .fbx committed as a regular blob.
  • git lfs ls-files shows what is tracked; if git lfs is not installed here, say so instead of committing pointers by hand.

Textures

Target Format
Desktop / console BC7 (colour), BC5 (normal maps), BC4 (single channel)
Modern mobile ASTC (block size by quality: 4×4 UI, 6×6–8×8 world)
Android fallback ETC2
Web KTX2 / Basis Universal (transcoded per GPU at load), WebP/AVIF for UI and 2D

Read the full file on GitHub · 114 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. 4d ago First seen · 114 lines · 64 tokens per session scan A 457fe8ecd4a7

Subscribe to this mod's changes

game-asset-pipeline is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 64 tokens to every session and 1,692 once invoked, about $0.0003 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 2026-10-09.