compact-prop-pack

Generate a reusable prop atlas with independently loadable AtlasTexture resources from one provider source sheet.

531|45|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill compact-prop-pack
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: compact-prop-pack
Source: https://github.com/RandallLiuXin/GodotMaker/tree/main/skills/assets/compact-prop-pack
Command: npx skills add https://github.com/RandallLiuXin/GodotMaker --skill compact-prop-pack

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Creating many small game props (coins, crates, lanterns, bushes) one image at a time is slow and inconsistent, and manually slicing sprite sheets into Godot resources is error-prone. This Skill produces an entire pack of small props from a single provider image request and compiles each prop into its own loadable AtlasTexture.

Core Features & Use Cases

  • Single-Sheet Generation: Requests one provider source sheet containing the whole ordered prop list on a magenta background, avoiding per-prop image calls.
  • Deterministic Atlas Pipeline: Autoslices the sheet, curates candidates, finalizes each prop to its declared slot size, and assembles a fixed-slot atlas with exact regions.
  • Godot-Ready Output: Compiles one AtlasTexture .tres per prop and validates everything through L0-L4 checks including headless Godot loading.
  • Use Case: Declare slots for a coin, crate, and lantern in a market scene; the Skill returns three ready-to-use AtlasTexture resources plus the shared atlas PNG and metadata.

Quick Start

Ask the agent to generate a compact prop pack containing a coin, crate, and lantern for your Godot project using the compact-prop-pack asset skill.

Frequently Asked Questions about compact-prop-pack

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate multiple game props from a single image generation request?

Declare all props as fixed slots in the request spec, and the Skill makes one provider image request for a separated source sheet on a magenta background. It then autoslices the sheet, finalizes each candidate to its slot size, and assembles the atlas deterministically.

How to create AtlasTexture resources for Godot from a sprite sheet?

Define explicit non-overlapping rectangles per prop in the declaration, then the assembler copies finalized PNGs into those slots and the atlas compiler produces one AtlasTexture .tres per region. Each resource is validated by loading it in headless Godot.

What kinds of assets can this prop pack skill produce?

It produces small reusable props such as pickups, crates, stones, bushes, pots, debris, signs, and lamps. It does not support platforms, terrain, buildings, doors, large trees, or other wide, tall, collision-bearing assets, and pixel-art production is not supported.

Can I use reference images with different image providers?

Yes, but the pinned provider must actually receive the reference files: codex uses referenced_image_paths, while gemini and openai use the reference-input path of the source generation tool. If the provider cannot accept a required reference, the Skill stops rather than switching providers.

Why does sheet slicing return needs_regeneration?

A count mismatch between detected components and declared prop names triggers needs_regeneration with no candidate output. Inspect spacing, names, or the source sheet, then regenerate or repair instead of treating it as a final failure.