Assets Pipeline
Use when importing and managing assets, image compression, 3D scene import, audio...
Install
npx skills add jame581/GodotPrompter --skill assets-pipeline -g -a claude-code -y- Repository
- jame581/GodotPrompter914
- Category
- Media
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Use when importing and managing assets, image compression, 3D scene import, audio formats, resource formats, and import configuration
Assets Pipeline in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
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.
1. How Importing Works
The Import System
When 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.
project/
├── textures/
│ ├── player.png ← original file (committed to VCS)
│ └── player.png.import ← import settings (committed to VCS)
└── .godot/
└── imported/ ← compiled cache (NOT committed, .gitignore it)
Key Rules
- Never modify files in
.godot/imported/, they are regenerated from originals - Commit
.importfiles to version control, they store your settings - Reimport after changing settings: select file → Import dock → click Reimport
.godot/should be in your.gitignore
Changing Import Settings
- Select the file in the FileSystem dock
- Open the Import dock (next to Scene dock by default)
- Change settings
- Click Reimport (or Reimport All for batch changes)
Import settings can also be set via Advanced Import Settings for 3D scenes (double-click the
.glb/.gltffile).


