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 SpriteCook/claude-plugin --skill spritecook-use-assets-in-godotgit clone --depth 1 https://github.com/SpriteCook/claude-pluginWrote 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/spritecook/claude-plugin/spritecook-use-assets-in-godot)<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.
<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>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 | $0.00078 | $0.01496 |
| Opus 5 | $0.00039 | $0.00748 |
| Sonnet 5 | $0.00016 | $0.00299 |
| Haiku 4.5 | $0.00008 | $0.00150 |
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.
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.
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
- Manual Godot setup, preferred: Use SpriteCook animation spritesheets plus metadata to create a Godot
SpriteFramesresource and anAnimatedSprite2Dnode yourself. - MCP packaged export: Call
export_godot_character_packageto 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, ordeath. - Frame width, frame height, frame count, and fps.
- Loop behavior. Loop locomotion/idles; usually do not loop
attack,hurt, ordeath.
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
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.
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.
- 11d ago First seen · 141 lines · 78 tokens per session scan A b1ccc1213789
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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