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 makifbaysal/tasktrooper --skill game-asset-pipelinegit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/game-asset-pipeline)<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.
<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>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 | $0.00064 | $0.01692 |
| Opus 5.5 | $0.00026 | $0.00677 |
| Sonnet 5.5 | $0.00013 | $0.00338 |
| Haiku 4.5 | $0.00006 | $0.00169 |
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.
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
.gitattributesfirst; follow the patterns it already has. Typical:*.png *.psd *.fbx *.glb *.wav *.ogg *.uasset *.umap filter=lfs diff=lfs merge=lfs -text, withlockablefor Unreal binaries. - A new binary type the repository does not track yet gets its pattern added in the same change — not a 40 MB
.fbxcommitted as a regular blob. git lfs ls-filesshows what is tracked; ifgit lfsis 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 |
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.
- 4d ago First seen · 114 lines · 64 tokens per session scan A 457fe8ecd4a7
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.
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