spritecook-use-assets-in-godot

spritecook-use-assets-in-godot is a skill for Claude Code, Codex from SpriteCook/claude-plugin. It costs 78 tokens per session (1,496 once invoked), scanned A, a copy of spritecook-use-assets-in-godot, MIT.

A workflow for using SpriteCook image and animation assets in Godot, a game-development engine. It creates Godot animation resources and animated character nodes from spritesheets and frame data.

In plain words
What is it for?
Importing spritesheets into SpriteFrames, setting up AnimatedSprite2D or AnimatedSprite3D nodes, and optionally exporting a packaged Godot character set.
Why use it?
It turns downloaded art into components Godot can use, while offering a manual setup that avoids extra server work in many cases.

Skill for Claude CodeCodex

Written for Claude Code and Codex: shipped in a Claude Code plugin, but also agents/openai.yaml present.

Part of the spritecook plugin — 9 skills, 1 MCP server shipped together

Good fit Importing spritesheets into SpriteFrames, setting up AnimatedSprite2D or AnimatedSprite3D nodes, and optionally exporting a packaged Godot character set.

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Install with agentmods
npx agentmods add skills/spritecook/claude-plugin/spritecook-use-assets-in-godot
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 SpriteCook/claude-plugin --skill spritecook-use-assets-in-godot
Clone the repo
git clone --depth 1 https://github.com/SpriteCook/claude-plugin

Made for: Claude Code, Codex.

Or install spritecook, the plugin that ships this one along with the rest of its 9 skills, 1 MCP server.

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 spritecook-use-assets-in-godot

README.md
[![agentmods](https://agentmods.dev/badge/skills/spritecook/claude-plugin/spritecook-use-assets-in-godot/github.svg)](https://agentmods.dev/skills/spritecook/claude-plugin/spritecook-use-assets-in-godot)
Your own site
<a href="https://agentmods.dev/skills/spritecook/claude-plugin/spritecook-use-assets-in-godot"><img src="https://agentmods.dev/badge/skills/spritecook/claude-plugin/spritecook-use-assets-in-godot/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 spritecook-use-assets-in-godot

Your own site · 80×15
<a href="https://agentmods.dev/skills/spritecook/claude-plugin/spritecook-use-assets-in-godot"><img src="https://agentmods.dev/badge/skills/spritecook/claude-plugin/spritecook-use-assets-in-godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 78 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,496 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 100% copy Near-identical to another mod 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 $0.00078 $0.01496
Opus 5 $0.00039 $0.00748
Sonnet 5 $0.00016 $0.00299
Haiku 4.5 $0.00008 $0.00150

Measured 11d ago against content hash b1ccc1213789, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

spritecook-use-assets-in-godot 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 11d 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.

Origin

This is a copy

100% identical to spritecook-use-assets-in-godot — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/spritecook-use-assets-in-godot/SKILL.md · 141 lines

How it starts

The opening of the file, as written. The whole thing — 141 lines — stays where its author put it; the contents beside it link to each section on GitHub.

SpriteCook Use Assets In Godot

Use this skill when moving existing SpriteCook assets into Godot. Pair it with spritecook-workflow-essentials for safe downloads and asset manifests. Pair it with spritecook-animate-assets only when animations still need to be generated first.

Prefer the manual path first: most agents can create the Godot animation resource directly from SpriteCook spritesheets, which gives more freedom and avoids extra MCP server work. Use the MCP export endpoint second when the user wants SpriteCook to return a packaged set of files.

Choose A Path

  1. Manual Godot setup, preferred: Use SpriteCook animation spritesheets plus metadata to create a Godot SpriteFrames resource and an AnimatedSprite2D node yourself.
  2. MCP packaged export: Call export_godot_character_package to get prebuilt text files and asset downloads, then materialize the returned manifest.

Manual AnimatedSprite2D Setup

Use this path when the agent has downloaded SpriteCook animation outputs, has explicit animation asset IDs, or can access spritesheet URLs and frame metadata. The goal is only to make the spritesheets usable as a Godot animation component, not to build gameplay, controllers, playground scenes, or complete demo levels unless the user explicitly asks for those.

Required per animation:

  • PNG spritesheet URL or local file.
  • Animation name such as idle, walk, attack, jump, fall, hurt, or death.
  • Frame width, frame height, frame count, and fps.
  • Loop behavior. Loop locomotion/idles; usually do not loop attack, hurt, or death.

Important: use the output spritesheet frame size, not the original source asset size. Detailed animations may return larger frames because SpriteCook adds margin, for example a 512x512 source can produce 640x640 frames.

File Layout

For a new package inside an existing Godot project, use a contained folder and avoid overwriting the user's existing scenes:

SpriteCook/
  assets/
    player_idle.png
    player_walk.png
    player_attack.png
    player_frames.tres

Read the full file on GitHub · 141 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. 11d ago First seen · 141 lines · 78 tokens per session scan A b1ccc1213789

Subscribe to this mod's changes

spritecook-use-assets-in-godot is a skill published in the GitHub repository SpriteCook/claude-plugin (17 stars, last pushed 24d ago), licensed MIT. It adds 78 tokens to every session and 1,496 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to spritecook-use-assets-in-godot, differing in 0 lines, and is treated as a copy.

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