Spritecook Use Assets In Godot

SpriteCook/skills/skills/spritecook-use-assets-in-godot

by SpriteCookfb6d4eeffa3f256e05e0f01ebead772ec581d9cdNo licenseListed Oct 9, 2026Updated Oct 9, 2026

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.

Instructions onlySoftware Development
AI-generated overview

Guides importing SpriteCook spritesheets into Godot as SpriteFrames resources and AnimatedSprite2D nodes.

What it does
This skill describes a workflow for turning SpriteCook spritesheet PNGs and animation metadata into Godot 4.x SpriteFrames resources and AnimatedSprite2D/AnimatedSprite3D animation nodes. It covers a preferred manual path, in which the agent builds the .tres resource and scene itself, and an optional MCP packaged-export path using the export_godot_character_package endpoint. It also lists required per-animation inputs and a verification checklist.
When to use it
Use it when existing SpriteCook animation assets need to be brought into a Godot project as animation resources or nodes. It fits both agents that can build the resource directly and users who want a packaged export from SpriteCook.
Requirements
Requires a Godot 4.x project and SpriteCook spritesheet files or URLs with frame metadata; the optional path requires access to the SpriteCook MCP server and its export_godot_character_package tool. No scripts are shipped; it is instructions only.

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.

ParameterTypeDefaultDescription
run_idstringnullCompleted character animation run ID. Prefer this when available because SpriteCook can infer animation states from presets
animation_asset_idsstring[]nullExplicit animation asset IDs when no run ID is available
character_namestringnullOptional name used in export metadata
state_hints_by_asset_idobjectnullOptional 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.

Source and attribution

Source:SpriteCook/skillsinskills/spritecook-use-assets-in-godotat commitfb6d4ee

License: No license

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