{"slug":"jame581-assets-pipeline","name":"assets-pipeline","description":"Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration","long_description":"---\nname: assets-pipeline\ndescription: Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration\n---\n\n# Assets Pipeline in Godot 4.3+\n\nAll examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.\n\n> **Related skills:** **audio-system** for audio playback and bus architecture, **3d-essentials** for 3D materials and lighting, **2d-essentials** for 2D rendering and sprites, **animation-system** for imported animations, **godot-optimization** for asset-related performance, **multithreading** for threaded resource loading.\n\n---\n\n## 1. How Importing Works\n\n### The Import System\n\nWhen you add a file to `res://`, Godot auto-imports it based on its type. Import settings are stored in `.import` sidecar files alongside the original.\n\n```\nproject/\n├── textures/\n│   ├── player.png           ← original file (committed to VCS)\n│   └── player.png.import    ← import settings (committed to VCS)\n└── .godot/\n    └── imported/            ← compiled cache (NOT committed — .gitignore it)\n```\n\n### Key Rules\n\n- **Never modify files in `.godot/imported/`** — they are regenerated from originals\n- **Commit `.import` files** to version control — they store your settings\n- **Reimport** after changing settings: select file → Import dock → click **Reimport**\n- `.godot/` should be in your `.gitignore`\n\n### Changing Import Settings\n\n1. Select the file in the **FileSystem** dock\n2. Open the **Import** dock (next to Scene dock by default)\n3. Change settings\n4. Click **Reimport** (or **Reimport All** for batch changes)\n\n> Import settings can also be set via **Advanced Import Settings** for 3D scenes (double-click the `.glb`/`.gltf` file).\n\n---\n\n## 2. Image Import\n\n### Compression Modes\n\n| Mode | Quality | VRAM | File Size | Use For |\n|----------------|-----------|----------|-----------|----------------------------------|\n| **Lossless** | Perfect | High | Large | Pixel art, UI elements |\n| **Lossy** | Good | High | Small | Large photos, backgrounds |\n| **VRAM Compressed** | Reduced | Low | Small | 3D textures, large 2D sprites |\n| **VRAM Uncompressed** | Perfect | High | Large | When VRAM compression artifacts are unacceptable |\n| **Basis Universal** | Reduced | Low | Very small | Cross-platform, multiple GPU formats |\n\n### When to Use Each\n\n```\nPixel art / UI icons       → Lossless (no artifacts, crisp pixels)\n2D game sprites            → Lossless (small sprites) or VRAM Compressed (large sprites)\n3D textures (albedo, normal) → VRAM Compressed (saves GPU memory)\nLarge backgrounds          → Lossy or VRAM Compressed\nMobile targets             → VRAM Compressed (essential for memory)\n```\n\n### Key Import Settings\n\n| Setting | Description | Default |\n|--------------------|-----------------------------------------------|-------------|\n| **Compress > Mode** | Compression algorithm (see table above) | VRAM Compressed |\n| **Mipmaps > Generate** | Generate mipmaps for distance rendering | Off |\n| **Process > Fix Alpha Border** | Prevents dark outlines on transparent sprites | On |\n| **Process > Premult Alpha** | Pre-multiply alpha (avoids dark halos) | Off |\n| **Flags > Filter** | Bilinear filtering (smooth) vs nearest (crisp) | Linear |\n| **Flags > Repeat** | Enable texture tiling | Disabled |\n\n### Pixel Art Setup\n\nFor crisp pixel art, set these project-wide:\n\n**Project Settings > Rendering > Textures > Canvas Textures > Default Texture Filter** → `Nearest`\n\nOr per-image in Import dock: **Filter** → `Nearest`\n\n### Enabling Mipmaps\n\nMipmaps prevent shimmering on textures viewed at an angle or from a distance. Required for 3D textures; optional for 2D.\n\n- **3D textures:** Always enable mipmaps (Import dock → Mipmaps → Generate → On)\n- **2D sprites:** Usually off (unless you use Camera2D zoom)\n- **UI textures:** Off (rendered at fixed scale)\n\n> **Godot 4.7+:** DDS import supports the R8 and R8G8 texture formats. ([GH-116307](https://github.com/godotengine/godot/pull/116307))\n\n---\n\n## 3. 3D Scene Import\n\n### Supported Formats\n\n| Format | Extension | Recommendation |\n|-----------|-------------|----------------------------------------------|\n| **glTF** | `.gltf`, `.glb` | **Recommended** — open standard, best support |\n| **Blend** | `.blend` | Direct Blender import (requires Blender installed) |\n| **FBX** | `.fbx` | Good for legacy pipelines |\n| **Collada** | `.dae` | Older format, use glTF if possible |\n| **OBJ** | `.obj` | Static meshes only — no animations/rigs |\n\n> **glTF is the recommended format.** It has the best Godot support, is an open standard, and preserves materials, animations, and rigs accurately.\n\n### Node Naming Conventions\n\nGodot auto-creates appropriate node types based on **suffixes** in your 3D model's object names:\n\n| Suffix | Generated Node | Example Name |\n|-----------------------|---------------------------|----------------------------|\n| `-col` | StaticBody3D + collision | `Wall-col` |\n| `-convcol` | ConvexPolygonShape3D | `Rock-convcol` |\n| `-rigid` | RigidBody3D | `Barrel-rigid` |\n| `-navmesh` | NavigationRegion3D | `Floor-navmesh` |\n| `-occluder` | OccluderInstance3D | `BigWall-occluder` |\n\n```\nIn Blender:                  In Godot (after import):\nWall-col                  →  StaticBody3D\n├── Wall (mesh)           →    ├── MeshInstance3D\n                          →    └── CollisionShape3D (auto-generated)\n```\n\n### Import Dock Settings\n\nSelect the imported `.glb`/`.gltf` in FileSystem, then in the Import dock:\n\n| Setting | Description |\n|----------------------------|--------------------------------------------------|\n| **Root Type** | Override root node type (Node3D, RigidBody3D, etc.) |\n| **Root Name** | Custom name for the root node |\n| **Meshes > Generate LOD** | Auto-generate LOD levels (on by default) |\n| **Meshes > Light Baking** | Static or Dynamic for lightmap baking |\n| **Animation > Import** | Enable/disable animation import |\n| **Animation > FPS** | Bake animation at this framerate |\n\n> **Godot 4.7+:** The Import dock's import-type option can also import a 3D scene file as a single `Mesh` resource or as a `MeshLibrary` (for GridMap), instead of a full scene — no separate export step in the 3D authoring tool needed. ([GH-107856](https://github.com/godotengine/godot/pull/107856))\n\n> ⚠️ **Changed in Godot 4.7:** `EditorSceneFormatImporter`'s `IMPORT_SCENE`, `IMPORT_ANIMATION`, `IMPORT_FAIL_ON_MISSING_DEPENDENCIES`, `IMPORT_GENERATE_TANGENT_ARRAYS`, `IMPORT_USE_NAMED_SKIN_BINDS`, `IMPORT_DISCARD_MESHES_AND_MATERIALS`, and `IMPORT_FORCE_DISABLE_MESH_COMPRESSION` constants moved into a new `ImportFlags` enum (bitfield). GDScript-compatible; C# importer plugins referencing the old class-level constants must switch to the enum members. See the [4.7 migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.7.html).\n\n### Runtime Scene Loading\n\nUse `preload()` for paths known at compile time and `load()` for data-driven paths. GDScript + C# snippets: [references/runtime-resource-loading.md](references/runtime-resource-loading.md).\n\n### Runtime glTF Import Flags (Godot 4.7+)\n\n`GLTFDocument` exposes an `ImportFlags` bitfield — `IMPORT_FLAG_GENERATE_TANGENT_ARRAYS` (8), `IMPORT_FLAG_USE_NAMED_SKIN_BINDS` (16), `IMPORT_FLAG_DISCARD_MESHES_AND_MATERIALS` (32), `IMPORT_FLAG_FORCE_DISABLE_MESH_COMPRESSION` (64) — accepted by the `flags: int = 0` parameter of `append_from_file()`, `append_from_buffer()`, and `append_from_scene()`:\n\n```gdscript\nvar doc := GLTFDocument.new()\nvar state := GLTFState.new()\ndoc.append_from_file(\"user://mods/enemy.glb\", state,\n        GLTFDocument.IMPORT_FLAG_GENERATE_TANGENT_ARRAYS | GLTFDocument.IMPORT_FLAG_USE_NAMED_SKIN_BINDS)\nadd_child(doc.generate_scene(state))\n```\n\n```csharp\nvar doc = new GltfDocument();\nvar state = new GltfState();\ndoc.AppendFromFile(\"user://mods/enemy.glb\", state,\n    (uint)(GltfDocument.ImportFlags.GenerateTangentArrays | GltfDocument.ImportFlags.UseNamedSkinBinds));\nAddChild(doc.GenerateScene(state));\n```\n\n---\n\n## 4. Animation Import\n\n### Splitting Animations\n\nIf a 3D file contains a single timeline with multiple animations, split them in the **Advanced Import Settings**:\n\n1. Double-click the `.glb` file to open Advanced Import Settings\n2. Go to **Animations** tab\n3. Add animation clips with **start frame** and **end frame**\n4. Set **loop mode** per clip (None, Linear, Ping-Pong)\n\n### Retargeting Animations\n\nShare animations between characters with different skeletons:\n\n1. Import both the source (animation) and target (character) models\n2. Open **Advanced Import Settings** on the target model\n3. Go to **Skeleton3D > Retarget** settings\n4. Map source bones to target bones\n5. Use `SkeletonProfile` resources for standard humanoid mappings\n\n### Animation Import Settings\n\n| Setting | Description |\n|-----------------------|------------------------------------------|\n| **Import** | Enable/disable animation import |\n| **FPS** | Bake framerate (30 is standard) |\n| **Trimming** | Remove empty frames at start/end |\n| **Remove Immutable Tracks** | Remove tracks that don't change |\n\n---\n\n## 5. Audio Import\n\n> For in-depth audio playback, bus setup, and music management, see the **audio-system** skill.\n\n### Format Recommendations\n\n| Format | Import As | Use For | Key Settings |\n|--------|-----------------|---------------------------|-------------------------|\n| WAV | AudioStreamWAV | Short SFX | Loop Mode, Mix Rate |\n| OGG | AudioStreamOggVorbis | Music, long SFX | Loop, Loop Offset |\n| MP3 | AudioStreamMP3 | Music (fallback) | Loop, BPM |\n\n### Key Import Settings\n\n| Setting | Description | When to Use |\n|---------------|------------------------------------------------|-------------------------|\n| **Loop** | Enable looping playback | Music, ambient loops |\n| **Loop Offset** | Start position for loop restart | Avoid intro on loop |\n| **Force Mono** | Convert stereo to mono | 3D positional audio |\n| **BPM** | Beats per minute | Rhythm games |\n| **Beat Count** | Total beats in the track | Rhythm sync |\n\n> **Import tip:** Use WAV for short SFX (zero decode latency). Use OGG for music (small file, good quality). Enable **Force Mono** for any audio used with AudioStreamPlayer3D — stereo doesn't spatialize properly.\n\n---\n\n## 6. Resource Formats\n\n### .tres vs .res\n\n| Format | Type | Readable | Use For |\n|--------|------------|----------|--------------------------------------|\n| `.tres` | Text | Yes | Resources you edit by hand or diff |\n| `.res` | Binary | No | Large resources, faster loading |\n\n```gdscript\n# Save as text resource\nResourceSaver.save(my_resource, \"res://data/item.tres\")\n\n# Save as binary resource\nResourceSaver.save(my_resource, \"res://data/item.res\")\n\n# Load (either format)\nvar resource: Resource = load(\"res://data/item.tres\")\n```\n\n```csharp\nResourceSaver.Save(myResource, \"res://data/item.tres\");\nResourceSaver.Save(myResource, \"res://data/item.res\");\nvar resource = GD.Load<Resource>(\"res://data/item.tres\");\n```\n\n### When to Use Each\n\n- **`.tres`** — Custom resources you create and edit (item data, config, skill definitions). Version control friendly.\n- **`.res`** — Generated or large binary data (baked lightmaps, navigation meshes, large meshes). Faster to load.\n- **`.tscn`** — Text scene files (always use text for scenes — diffable in VCS)\n- **`.scn`** — Binary scene files (rare — only for very large scenes where load time matters)\n\n### Threaded Resource Loading\n\nLoad large resources without freezing the game with the `ResourceLoader.load_threaded_request()` / `load_threaded_get_status()` / `load_threaded_get()` pattern. Full loading-screen recipe (GDScript + C#): [references/runtime-resource-loading.md](references/runtime-resource-loading.md).\n\n---\n\n## 7. Common Pitfalls\n\n| Symptom | Cause | Fix |\n|---------------------------------------|----------------------------------------------|--------------------------------------------------------------------|\n| Texture looks blurry | Filter is set to Linear for pix","tagline":"Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration","category":"research","tags":["agent-skill"],"author":"jame581","verified":false,"attribution":{"status":"registry_indexed","statusLabel":"Registry indexed","shortLabel":"REGISTRY INDEXED","sourceLabel":"github fast track","sourceDetail":"jame581/GodotPrompter","creatorName":"jame581","creatorUrl":"https://github.com/jame581","sourceUrl":"https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline","indexedBy":"OpenAgentSkill community index","claimUrl":"https://www.openagentskill.com/skills/jame581-assets-pipeline#claim-this-skill","claimCta":"Claim this skill","trustNote":"This listing was indexed from public sources and is not marked official until a maintainer claim is approved.","publicNote":"Attribution links to the public repository or creator profile. 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None guarantees runtime safety."},"listing_status":"reviewed","license":"MIT","urls":{"web":"https://www.openagentskill.com/skills/jame581-assets-pipeline","repository":"https://github.com/jame581/GodotPrompter/tree/master/skills/assets-pipeline","api":"/api/agent/skills/jame581-assets-pipeline","install_api":"/api/skills/jame581-assets-pipeline/install"},"meta":{"created_at":"2026-09-03T00:55:39.954109+00:00","updated_at":"2026-09-03T00:55:40.187633+00:00","agent_friendly":true}}