Create, inspect, normalize, validate, and package game-development assets with local tools plus optional Tripo and Leonardo jobs. Use for 3D, texture, reference-image, sound-effect, Blender, GLB, PBR, or USDZ asset-production work; not for admitting packages into a game project.
Search, verify, migrate, and safely admit canonical asset packages into local game projects. Use for asset catalogs, license gates, package integrity, project vendoring, lock receipts, and local preview launch; not for generating paid-provider assets.
Route local game-asset production, package vendoring, offscreen render diagnosis, and bounded performance work through the game-dev CLI. Use only when a game-development request explicitly spans two or more of these workflows, needs a cross-workflow handoff, or asks for Game Development Studio orchestration; do not…
Summarize sealed game-run telemetry, compare baseline and candidate metrics, and execute bounded code-optimization goals with explicit path and iteration limits. Use for measurable performance work after a reproducible adapter scenario exists; not for visual diagnosis without a metric.
Diagnose game-rendering problems with declarative local adapters, windowless captures, structured telemetry, semantic render attachments, sealed run bundles, and deterministic raster comparisons. Use for visual bugs or renderer regressions where screenshots alone are insufficient.
★not rated 10 6d agoA52 tokens
originalMIT
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: