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 MRCalderon3D/everything-game-dev-code --skill ui-asset-pipelinegit clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-codeWrote 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/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline)<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-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/mrcalderon3d/everything-game-dev-code/ui-asset-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/ui-asset-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 | $0.00036 | $0.00734 |
| Opus 5 | $0.00018 | $0.00367 |
| Sonnet 5 | $0.00007 | $0.00147 |
| Haiku 4.5 | $0.00004 | $0.00073 |
Grade A, and why
ui-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 6d 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 — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.
UI Asset Pipeline
Purpose
Define import, 9-slice configuration, atlas packing, theming, and naming rules for UI visual assets so they scale correctly across resolutions, remain consistent with the visual theme, and are replaceable without code changes.
Use When
- the project needs UI visual assets (buttons, panels, icons, progress bars, backgrounds)
- placeholder UI rectangles are being replaced with styled assets
- a UI theme or skin system needs standardization
- new UI screens are being added and need visual assets that follow project conventions
Inputs
- art bible or UI style guide (palette, typography, spacing, border radius)
- target resolutions and aspect ratios
- UI element inventory (buttons, panels, icons, bars, dividers, tooltips)
- 9-slice requirements per element type
- atlas packing strategy (single UI atlas vs per-screen)
Process
- define UI asset categories, naming convention, and folder structure
- set resolution, format, and import settings per category (sprites vs raw textures)
- establish 9-slice borders for scalable elements (buttons, panels, dialogs)
- configure UI atlas packing groups and max atlas size
- define theme structure (base palette, variant overrides, font pairing)
- validate that all UI assets render correctly at min and max supported resolutions
Outputs
- UI asset naming and folder convention document
- import settings template per UI asset category
- 9-slice border specification per scalable element
- UI atlas packing configuration
- theme definition (palette, fonts, spacing, variants)
- validation checklist for new UI asset submissions
Quality Bar
- every UI asset follows the naming convention and lives in the correct folder
- 9-slice borders are correct — no stretching artifacts at any supported resolution
- UI atlas does not exceed platform texture memory budget
- theme is applied consistently — no one-off color or font overrides in individual screens
- all UI elements are legible at the smallest supported resolution
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.
- 6d ago First seen · 74 lines · 36 tokens per session scan A e835e9c8155d
ui-asset-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (81 stars, last pushed 20d ago), licensed MIT. It adds 36 tokens to every session and 734 once invoked, about $0.0002 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 2026-09-03.
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