spritecook-use-assets-in-godot — Claude Code skill for Godot sprites
Turns SpriteCook spritesheets into Godot SpriteFrames resources and AnimatedSprite2D nodes. Useful once the animations exist but the engine scene does not.
npx skills add SpriteCook/skills --skill spritecook-use-assets-in-godot -a claude-codeWhat spritecook-use-assets-in-godot does
The skill covers two routes. The manual one has the agent read PNG spritesheets and metadata, then write a .tres SpriteFrames resource and attach an AnimatedSprite2D node to the scene. The other calls export_godot_character_package on the SpriteCook MCP server, which returns a file manifest and signed download URLs. The author recommends the manual route first: more control, no MCP server to run.
Each animation needs a name (idle, walk, attack), frame width and height, frame count and fps. Frames become AtlasTexture sub-resources with region = Rect2(i * frame_width, 0, frame_width, frame_height). One detail bites: use the frame size from the output spritesheet, not the original asset. SpriteCook adds margin, so a 512x512 source can come back as 640x640 frames. Get that wrong and the slicing drifts, leaving the animation in stripes.
Files land in a contained SpriteCook/assets/ folder so existing scenes stay untouched. When a character scene already exists, the skill only adds or updates the animation node and leaves gameplay logic alone. A checklist closes the loop: every res:// path resolves, frame_count * frame_width matches the sheet width, and Godot 4.x reports no missing ext_resource warnings.
What it helps with
- build a SpriteFrames resource from SpriteCook spritesheets
- add AnimatedSprite2D to an existing scene without touching gameplay
- slice frames by output size instead of the source asset
- pull a packaged file set through the MCP export endpoint
- check res:// paths and frame slicing before running the project
Example prompts for the agent
- Build a SpriteFrames resource and AnimatedSprite2D from my SpriteCook spritesheets for idle, walk and attack
- Add an AnimatedSprite2D to my player scene and leave the gameplay logic alone
- Call export_godot_character_package for a finished run_id and write the returned files into my project
How to install spritecook-use-assets-in-godot
1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-use-assets-in-godot -a claude-code2Manually: put the files in place
~/.claude/skills/spritecook-use-assets-in-godot/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/spritecook-use-assets-in-godot/
1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-use-assets-in-godot -a codex2Manually: put the files in place
.agents/skills/spritecook-use-assets-in-godot/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-use-assets-in-godot -a cursor2Manually: put the files in place
.cursor/skills/spritecook-use-assets-in-godot/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install SpriteCook/skills spritecook-use-assets-in-godot2Manually: put the files in place
.github/skills/spritecook-use-assets-in-godot/SKILL.md1Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-use-assets-in-godot -a gemini-cli2Platform CLI
gemini skills install https://github.com/SpriteCook/skills --path skills/spritecook-use-assets-in-godotManually: put the files in place
.devin/skills/spritecook-use-assets-in-godot/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add SpriteCook/skills --skill spritecook-use-assets-in-godot -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about spritecook-use-assets-in-godot
How do I install spritecook-use-assets-in-godot in Claude?
Run npx skills add SpriteCook/skills --skill spritecook-use-assets-in-godot -a claude-code. The skill ends up at ~/.claude/skills/spritecook-use-assets-in-godot/SKILL.md.
What does spritecook-use-assets-in-godot do?
It turns SpriteCook spritesheets and metadata into a SpriteFrames resource plus an AnimatedSprite2D or AnimatedSprite3D node in Godot. Both a manual path and the MCP export endpoint are covered.
What do I need before running the skill?
For the manual path: PNG spritesheets, an animation name, frame dimensions, frame count, fps and loop behaviour. For the MCP path: a finished run_id or explicit animation_asset_ids.
Source text
SKILL.md · MIT
---
name: spritecook-use-assets-in-godot
description: "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."
---
# 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:
```text
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` ext_resource and creates one `AtlasTexture` sub_resource per frame.
For each frame `i`, use:
```gdresource
region = Rect2(i * frame_width, 0, frame_width, frame_height)
```
The resource shape is:
```gdresource
[gd_resource type="SpriteFrames" load_steps=<resource_count> 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:
```gdscene
[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:
```json
{
"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.
© SpriteCook · MIT · SpriteCook/skills