hayba-texture-memory-pass

hayba-texture-memory-pass is a skill for Claude Code, Codex from zajalist/hayba. It costs 29 tokens per session (345 once invoked), scanned A, original, MIT.

A game-development workflow for reducing the memory cost of a selected Unreal Engine texture group while checking image quality, compression, mipmaps, and streaming.

In plain words
What is it for?
Use it to adjust compression, maximum texture size, mipmap rules, or streaming for a named texture or small group, then compare memory or performance evidence and viewport appearance.
Why use it?
It helps avoid wasting memory or package space through broad, unmeasured resizing. It also checks that a texture change does not reduce visible detail or affect the materials that use it.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to adjust compression, maximum texture size, mipmap rules, or streaming for a named texture or small group, then compare memory or performance evidence and viewport appearance.

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Install with agentmods
npx agentmods add skills/zajalist/hayba/hayba-texture-memory-pass
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 zajalist/hayba --skill hayba-texture-memory-pass
Clone the repo
git clone --depth 1 https://github.com/zajalist/hayba

Made for: Claude Code, Codex.

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 hayba-texture-memory-pass

README.md
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Your own site
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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.

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Your own site · 80×15
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Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 345 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 original No closer match found 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 $0.00029 $0.00345
Opus 5.5 $0.00012 $0.00138
Sonnet 5.5 $0.00006 $0.00069
Haiku 4.5 $0.00003 $0.00034

Measured 13d ago against content hash 80a412d1c65a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hayba-texture-memory-pass 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 13d 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.

mcp-tools/hayba-mcp/addons/workflows/hayba-texture-memory-pass/SKILL.md · 24 lines

What it actually says

Tune one texture group

When to use

Use for a named texture or small group identified by an audit, not an indiscriminate project-wide resize. Record target platform, viewing distance, texel-density need, source resolution, material usage, and a real memory or package-size target if one exists.

Tool routing

  • Read texture_audit and texture_get_info for dimensions, source/platform format, mip count, compression, LOD group, and streaming settings. Check asset_get_referencers to understand which materials and maps will change. Do not equate source bytes or dimensions with measured resident GPU memory.
  • Choose one change: compression for content type, mip policy or maximum size for distance, or streaming behavior for residency. Use get_tool_signature and texture_set_settings or texture_set_compression. These tools can re-import the resource; wait_for_shaders if compilation is pending, then re-read texture_get_info and asset_validate.
  • Save with asset_save after the desired settings read back. Compare editor_capture_viewport at the same close and normal play distances, and editor_get_performance_stats under matching conditions if a runtime budget motivated the work.

Evidence

Report source/platform format, before/after settings, visible detail at each distance, affected referencers, warnings, and measured performance or memory only where a real measurement exists. A smaller source texture or estimated audit size is not proof of lower peak GPU memory across the whole level.

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. 13d ago First seen · 24 lines · 29 tokens per session scan A 80a412d1c65a

Subscribe to this mod's changes

hayba-texture-memory-pass is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 29 tokens to every session and 345 once invoked, about $0.0001 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 2026-10-04.

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