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airship-one-assets
Airship One modular 3D asset authoring standard for interior modules, walk/collision volumes, and build-time texel-consistent texture atlases.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Airship One modular 3D asset authoring standard for interior modules, walk/collision volumes, and build-time texel-consistent texture atlases.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
Airship One implementation playbook for runtime architecture, npm-first tooling, release/PWA flow, and debugging checks.
Build a data-driven, attribute-controlled game menu system with concurrent gameplay and simulation, custom actions, and in-place value updates.
Airship One UI and visual design guardrails for square-viewport composition, rem-based sizing, and 24-row text rhythm.
基于 SOC 职业分类
| name | airship-one-assets |
| description | Airship One modular 3D asset authoring standard for interior modules, walk/collision volumes, and build-time texel-consistent texture atlases. |
Use this skill when defining, creating, or reviewing 3D interior assets and textures.
Keep module creation consistent, deterministic, and data-driven:
.github/skills/airship-one-asset-pipeline/SKILL.md.ROADMAP.md..github/copilot-instructions.md.cockpit (front) and cargo (rear) as fixed modules.For each module, produce:
moduleId.glb (render mesh and anchor helpers).moduleId.module.json metadata including:
front, rear),insert/remove controls, station anchors),walkable, blocked, climb, headBump, doorway),tileId, world scale, UV mode).walkable: where movement is allowed.blocked: no-go solids and collision blockers.climb: ladder/stair traversal zones.headBump: upper limits for jump/head collision.doorway: transition and adjacency gates.Playable region must be computed from explicit volume sets, not inferred from visual mesh alone.
256/512/1024).1024x1024 atlas pages.When user asks to create a module:
For every requested tile, include:
tileIdBefore handoff, confirm: