asset-import-pipeline
Skill0 starsChanged 25 days agoMITView on GitHub
引入外部模型/贴图/音频素材时使用:工程外审阅、许可存证、命名与比例归一、材质与 Shader 选型、导入后验证清单
In this repository12 other files it gives its agents.
- ai-output-verifySkill
- bug-diagnosis-chainSkill
- codex-rules-verifySkill
- config-table-pipelineSkill
- gameplay-breakdownSkill
- handoff-docSkill
- spec-card-authoringSkill
- unity-build-matrixSkill
- unity-commandline-playtestSkill
- unity-editor-verifySkill
- unity-smoke-assertionsSkill
- visual-evidence-reviewSkill
The file
Files
外部素材导入收口
何时触发
- 从商店/免费站/downloads 拿了一批模型或贴图,要进项目
- 出现了「模型比例不对」「朝向反了」「材质一片塑料感」「许可说不清」这类问题
步骤
- 先在工程外审阅:解压到工程外的临时目录(如
F:\AssetReview_<日期>\),先看不导入,避免一次性污染 Assets。 - 对需求逐项对照:每个包写清「满足 / 部分满足 / 不满足」,不满足的给降级方案,别硬凑。
- 许可存证:把来源页面与许可声明存到
Assets/.../_licenses/;只有 ReadMe 链接不算存证。 - 归一化:统一朝向(+Z 还是 -Z)、统一站高与单位比例(按项目角色高度基准缩放)、统一轴心(脚底中心)。
- 材质与 Shader 选型:低模纯色风格用 unlit/纯色 shader,不要套 PBR 金属粗糙度——否则低模会显脏。
- 导入后验证(必做):
- 面数与贴图尺寸在预算内(看导入日志/资源面板)
- 在目标场景里实际摆放一次,检查比例、朝向、轴心
- 动画/骨骼是否存在(缺失就用代码弹跳呼吸兜底)
- 打包一次,确认资源被真打进去(没被裁剪掉)
验收
- 每个素材都有来源与许可记录
- 命名符合项目规范(前缀/角色/变体)
- 比例、朝向、轴心三项实测通过
- Shader 与项目视觉风格一致
- 打包后资源确实存在
坑
- 直接把整包拖进 Assets:命名混乱、重复资源、找不到是谁引入的。
- 许可只存了链接,半年后链接挂了无法自证。
- 模型比例按「看起来差不多」缩放,结果和其他角色差半个头。
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