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SKILL verified MIT Self-run

Spritecook Use Assets In Godot

skill-spritecook-skills-spritecook-use-assets-in-godot · by SpriteCook

Godot workflow for SpriteCook assets. Use when the user wants to turn SpriteCook spritesheet PNGs, animation assets, or character animation runs into Godot SpriteFrames resources and AnimatedSprite2D/AnimatedSprite3D animation nodes. Covers both manual spritesheet-to-Godot setup and the optional SpriteCook MCP Godot export endpoint.

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Install

$ agentstack add skill-spritecook-skills-spritecook-use-assets-in-godot

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

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

  1. Manual Godot setup, preferred: Use SpriteCook animation spritesheets plus metadata to create a Godot SpriteFrames resource and an AnimatedSprite2D node yourself.
  2. MCP packaged export: Call export_godot_character_package to 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, or death.
  • Frame width, frame height, frame count, and fps.
  • Loop behavior. Loop locomotion/idles; usually do not loop attack, hurt, or death.

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

If the user already has a scene, add or update only the AnimatedSprite2D node and its sprite_frames reference.

Create SpriteFrames

Create a .tres SpriteFrames resource that references each spritesheet as a Texture2D extresource and creates one AtlasTexture subresource per frame.

For each frame i, use:

region = Rect2(i * frame_width, 0, frame_width, frame_height)

The resource shape is:

[gd_resource type="SpriteFrames" load_steps= format=3]

[ext_resource type="Texture2D" path="res://SpriteCook/assets/player_idle.png" id="idle_sheet"]

[sub_resource type="AtlasTexture" id="AtlasTexture_idle_0"]
atlas = ExtResource("idle_sheet")
region = Rect2(0, 0, 64, 64)

[resource]
animations = [{
"frames": [{"duration": 1.0, "texture": SubResource("AtlasTexture_idle_0")}],
"loop": true,
"name": &"idle",
"speed": 8.0
}]

Generate all frames, not only frame 0. If there are multiple animations, append each animation object to the animations array. Set speed to the SpriteCook animation_fps.

Add AnimatedSprite2D

Add an AnimatedSprite2D node to the target scene, or create a minimal scene containing only the animation node when no target scene exists:

[gd_scene load_steps=2 format=3]

[ext_resource type="SpriteFrames" path="res://SpriteCook/assets/player_frames.tres" id="frames"]

[node name="AnimatedSprite2D" type="AnimatedSprite2D"]
sprite_frames = ExtResource("frames")
animation = &"idle"
autoplay = "idle"

If the user's scene already has a character/player node, attach the AnimatedSprite2D as a child and leave gameplay logic alone.

Manual Verification

  • Confirm every spritesheet path in .tres exists under res://.
  • Confirm frame_count * frame_width == spritesheet_width for horizontal sheets.
  • Confirm the target scene contains an AnimatedSprite2D and references the SpriteFrames resource.
  • Open the project in Godot 4.x and check for missing ext_resource warnings.
  • Preview the AnimatedSprite2D animations in Godot and verify frame slicing/playback.

MCP Packaged Export

Use this path when the user wants SpriteCook to return a complete package manifest, or when a completed character animation run_id is available and state inference from presets is useful. Even when using the endpoint, focus on the returned SpriteFrames/AnimatedSprite setup unless the user asks for demo scenes.

Call export_godot_character_package.

| Parameter | Type | Default | Description | |-----------|------|---------|-------------| | run_id | string | null | Completed character animation run ID. Prefer this when available because SpriteCook can infer animation states from presets | | animation_asset_ids | string[] | null | Explicit animation asset IDs when no run ID is available | | character_name | string | null | Optional name used in export metadata | | state_hints_by_asset_id | object | null | Optional mapping from asset ID to animation state |

Valid state hints include Idle, Walk, Run, Jump, Fall, IdleDown, IdleUp, IdleRight, WalkDown, WalkUp, WalkRight, RunDown, RunUp, RunRight, Attack, Hurt, and Death.

The tool returns:

  • text_files: write each { path, content } exactly.
  • asset_downloads: download each signed url to its path.
  • main_scene: scene to open or run after Godot imports resources.
  • package_kind: character for a playable setup, or animation_preview for a single animation.

Do not assume the MCP server wrote files locally. The agent must create the returned files in the user's Godot project.

Example arguments:

{
  "animation_asset_ids": ["idle-id", "walk-id", "attack-id"],
  "character_name": "Player",
  "state_hints_by_asset_id": {
    "idle-id": "Idle",
    "walk-id": "Walk",
    "attack-id": "Attack"
  }
}

After materializing the package, use the same verification checklist as the manual path.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.