AGENT SKILL

game-asset-pipeline

Use when adding, importing, moving or loading textures, models, audio or scenes - per-platform compression, atlases, LODs, async loading per engine, engine metadata files (.meta, .import, .uid, .uasset), Git LFS, and asset validation tests.

License 许可
Apache-2.0
最近更新
2026-11-15
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01 前言 Front Matter

name
game-asset-pipeline
source
informed by the Unity, Godot, Unreal, three.js, Babylon.js and Khronos KTX/glTF docs; own wording
category
assets
tech_stack
Game core
description
Use when adding, importing, moving or loading textures, models, audio or scenes - per-platform compression, atlases, LODs, async loading per engine, engine metadata files (.meta, .import, .uid, .uasset), Git LFS, and asset validation tests.

03 SKILL.md 正文

Game Asset Pipeline

Overview

Assets are most of a game's size, most of its load time and most of its memory. They also come with engine metadata that silently breaks references when it is lost: a Unity .meta regenerated with a new GUID unhooks every prefab that used the asset. Treat assets like code — reviewed import settings, committed metadata, validated by tests.

Core principle: Compressed for the target platform, loaded asynchronously, committed with its metadata, and never moved outside the engine that owns its references.

Metadata files — commit them, never orphan them

Engine Files Rule
Unity <asset>.meta (GUID + import settings) beside every asset and folder Commit with the asset; move/rename inside the Editor or move the .meta with it; never delete and regenerate
Godot 4 <asset>.import beside imported assets; .uid beside scripts and shaders (4.4+); .godot/ cache Commit .import and .uid; ignore .godot/
Unreal .uasset / .umap (binary, references by path) Move/rename only in the Editor, then "Fix Up Redirectors"; lock binaries (LFS lockable)
Web / Bevy none Paths are code — update every reference in the same change

Moving a file with mv in a Unity or Unreal project without its metadata (or outside the editor) is a broken-reference bug even if the build is green.

Git LFS

  • Check .gitattributes first; follow the patterns it already has. Typical: *.png *.psd *.fbx *.glb *.wav *.ogg *.uasset *.umap filter=lfs diff=lfs merge=lfs -text, with lockable for Unreal binaries.
  • A new binary type the repository does not track yet gets its pattern added in the same change — not a 40 MB .fbx committed as a regular blob.
  • git lfs ls-files shows what is tracked; if git lfs is not installed here, say so instead of committing pointers by hand.

Textures

Target Format
Desktop / console BC7 (colour), BC5 (normal maps), BC4 (single channel)
Modern mobile ASTC (block size by quality: 4×4 UI, 6×6–8×8 world)
Android fallback ETC2
Web KTX2 / Basis Universal (transcoded per GPU at load), WebP/AVIF for UI and 2D
  • Unity: per-platform overrides in the importer; max size per platform; mipmaps on for world textures, off for UI and pixel art; Sprite Atlas for 2D.
  • Godot: "VRAM Compressed" for 3D (enable ETC2/ASTC import in project settings for mobile), "Lossless" with filtering off for pixel art; AtlasTexture/TileSet for 2D.
  • Unreal: texture groups and compression settings (TC_Default, TC_Normalmap, TC_Masks), LOD bias per platform.
  • Web: KTX2 via three.js KTX2Loader / Babylon's KTX2 support; packed atlases (TexturePacker JSON) for Phaser/PixiJS.
  • Power-of-two sizes where mipmaps or block compression need them; no 4K texture on a 64-pixel prop.

Meshes and scenes

  • LODs for anything seen at a distance: Unity LODGroup, Godot automatic mesh LOD on import, Unreal Nanite for static meshes where the platform supports it and classic LODs elsewhere (skeletal meshes, mobile).
  • Web: glTF/GLB with Draco or meshopt geometry compression and KTX2 textures — npx @gltf-transform/cli optimize in.glb out.glb is a quick win; check the repository's pipeline first.
  • Colliders are simplified shapes, not render meshes.

Audio

  • Compressed (Vorbis/Opus/AAC); music streamed, short frequent SFX decompressed on load.
  • Unity: Load Type per clip (Streaming for music, Decompress On Load for short SFX); Godot: .ogg for music, .wav for short SFX; web: a format every target browser decodes, and an audio-unlock on the first user gesture.

Loading without hitches

// ❌ synchronous load mid-gameplay: a visible hitch, and Resources/ ships everything
var prefab = Resources.Load<GameObject>("Enemies/Boss");

// ✅ async, released when done (Addressables)
var handle = Addressables.LoadAssetAsync<GameObject>("enemies/boss");
var prefab = await handle.Task;
// ... later, when the level unloads:
Addressables.Release(handle);
# Godot: threaded load at a loading screen or ahead of need
ResourceLoader.load_threaded_request(LEVEL_PATH)
# poll in _process:
if ResourceLoader.load_threaded_get_status(LEVEL_PATH) == ResourceLoader.THREAD_LOAD_LOADED:
    var scene: PackedScene = ResourceLoader.load_threaded_get(LEVEL_PATH)
  • Unreal: soft references (TSoftObjectPtr, TSoftClassPtr) with UAssetManager / FStreamableManager::RequestAsyncLoad; avoid hard references in Blueprints that pull whole asset graphs into memory.
  • Web: Phaser's loader in a preload scene, PixiJS Assets.loadBundle, three.js LoadingManager; code-split per level.
  • Bevy: AssetServer::load returns a handle immediately; gate the state change on the load state (or the repository's loading plugin).

Validating assets in tests

An import-settings test fails the build when someone drops in an uncompressed 4K texture:

[Test] public void WorldTextures_AreCompressedAndCapped() {
    foreach (var guid in AssetDatabase.FindAssets("t:Texture2D", new[] { "Assets/_Project/Art/World" })) {
        var path = AssetDatabase.GUIDToAssetPath(guid);
        var importer = (TextureImporter)AssetImporter.GetAtPath(path);
        Assert.That(importer.maxTextureSize, Is.LessThanOrEqualTo(2048), path);
        Assert.That(importer.textureCompression, Is.Not.EqualTo(TextureImporterCompression.Uncompressed), path);
    }
}

The same idea elsewhere: a Godot test reading .import files under res://art/world, a Node script checking public/ sizes and formats, a data-validation rule in Unreal.

Common Mistakes

  • Moving or renaming assets with mv and losing .meta GUIDs or Unreal references.
  • Committing Godot's .godot/ cache or Unreal's Intermediate/, Saved/, DerivedDataCache/, Binaries/.
  • Uncompressed or oversized textures; mipmaps on UI sprites.
  • Resources.Load / synchronous load() during gameplay.
  • Loaded assets never released (Addressables handles, three.js textures) — memory grows every level.

Red Flags

  • A new binary file in the diff that is not covered by .gitattributes LFS patterns the repo uses.
  • An asset in the diff without its .meta / .import, or a .meta with a changed GUID.
  • A hitch report and a synchronous load in the same code path.

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