sprite-pipeline

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Chinese

Sprite Pipeline

Sprite 资源处理流程

Purpose

目的

Define import, slicing, atlas packing, and naming rules for 2D sprite assets so they are consistent, performant, and replaceable across the project.
定义2D Sprite资源的导入、切片、图集打包及命名规则,确保其在整个项目中保持一致性、高性能且可替换。

Use When

适用场景

  • the project uses 2D sprites as its primary visual representation
  • sprite sheets or atlas configuration needs standardization
  • placeholder sprites are being replaced with final art and naming or sizing must be validated
  • new sprite assets are being added and need to follow project conventions
  • 项目以2D Sprite作为主要视觉表现形式
  • 需要标准化Sprite图集或图集配置
  • 正使用最终美术资源替换占位Sprite,且需验证命名或尺寸是否合规
  • 新增Sprite资源时,需遵循项目规范

Inputs

输入项

  • art bible or visual direction document
  • target resolution and platform constraints
  • sprite categories (characters, environment, UI, VFX, collectibles)
  • atlas packing strategy (per-category, per-scene, global)
  • 美术规范手册或视觉风格文档
  • 目标分辨率及平台限制
  • Sprite分类(角色、场景、UI、特效、收藏品)
  • 图集打包策略(按分类、按场景、全局打包)

Process

流程步骤

  1. define sprite categories, naming convention, and folder structure
  2. set resolution, pixel density, and import settings per category
  3. establish sprite sheet layout rules (grid size, padding, pivot points)
  4. configure atlas packing groups and max atlas size per platform
  5. validate that sprites match the art bible and meet runtime budgets
  1. 定义Sprite分类、命名规范及文件夹结构
  2. 按分类设置分辨率、像素密度及导入参数
  3. 制定Sprite图集布局规则(网格尺寸、内边距、锚点)
  4. 配置各平台的图集打包组及最大图集尺寸
  5. 验证Sprite是否符合美术规范手册要求,并满足运行时性能预算

Outputs

输出项

  • sprite naming and folder convention document
  • import settings template per sprite category
  • atlas packing configuration
  • validation checklist for new sprite submissions
  • Sprite命名及文件夹规范文档
  • 各Sprite分类的导入参数模板
  • 图集打包配置文件
  • 新增Sprite提交的验证清单

Quality Bar

质量标准

  • every sprite follows the naming convention and lives in the correct folder
  • import settings are applied consistently — no manual per-asset overrides
  • atlas packing does not exceed platform memory budget
  • pivot points and slice boundaries are correct for gameplay use
  • 所有Sprite均遵循命名规范,并存放于对应文件夹中
  • 导入参数统一应用,不得手动单独修改单个资源的参数
  • 图集打包不得超出平台内存预算
  • 锚点及切片边界符合游戏玩法需求

Common Failure Modes

常见失败模式

  • inconsistent naming that breaks asset lookup at runtime
  • oversized sprites that waste atlas space or exceed texture memory
  • missing padding between atlas entries causing bleed artifacts
  • pivot points that cause visual offset during gameplay
  • 命名不一致导致运行时资源查找失败
  • Sprite尺寸过大,浪费图集空间或超出纹理内存限制
  • 图集条目间缺少内边距,导致边缘渗色问题
  • 锚点设置错误,导致游戏过程中出现视觉偏移

Related Agents

关联Agent

  • 2d-artist
  • technical-artist
  • performance-reviewer
  • 2d-artist
  • technical-artist
  • performance-reviewer

Related Commands

关联命令

  • art-2d-pass
  • unity-placeholders
  • perf-budget
  • art-2d-pass
  • unity-placeholders
  • perf-budget

Related Skills

关联技能

  • generated-raster-asset-pipeline
  • generated-raster-asset-pipeline

Notes

注意事项

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • If sprite assets are generated with an image model, pair this skill with
    generated-raster-asset-pipeline
    so transparency, crop cleanliness, display size, and body-size expectations are validated before acceptance.
  • 保持本技能与相关规则层及当前项目文档一致。
  • 如果引擎特定限制对工作流产生重大影响,需转交至匹配的引擎技能或引擎特定审核人员处理。
  • 如果Sprite资源由图像模型生成,需将本技能与
    generated-raster-asset-pipeline
    配合使用,在验收前验证透明度、裁剪清晰度、显示尺寸及主体尺寸是否符合预期。