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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
186 lines
7.9 KiB
Markdown
186 lines
7.9 KiB
Markdown
---
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name: asset-audit
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description: "Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references."
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argument-hint: "[category|all]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *)
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model: sonnet
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# Read-only diagnostic skill — no specialist agent delegation needed
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---
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## Measuring file sizes and formats requires Bash
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This skill's report asks for **file sizes against budgets**, **texture dimensions**
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(power-of-two), **audio sample rates**, and **last-modified times** for orphan
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detection. None of those are obtainable from `Read`/`Glob`/`Grep` — they need
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`stat` or a binary header read, so the read-only measuring commands (`stat`,
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`file`, `od`, `wc`, `du`) are pre-approved above; list files with Glob. Anything
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else asks first.
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**If you cannot take a measurement, the cell is `NOT ASSESSED`, never an
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estimate.** A size budget table filled from guesses is worse than an empty one:
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it looks like evidence. This is a live fabrication vector even on a project full
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of real assets: if the template demands tables of numbers the tool allowlist
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cannot produce, the only way to complete it is to invent them.
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---
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## Insufficient input — check this before producing any report
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**If the inputs this skill needs do not exist, the answer is "could not run" —
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not a filled-in report.** Check first, and stop if the check fails.
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1. List the inputs this skill reads (data files, prior reports, profiler output,
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test results, registries, source code).
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2. For each, record `FOUND` or `ABSENT` — not "assumed present".
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3. If any input required for a section is ABSENT, that section is
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**`NOT ASSESSED — NO DATA`**. Do not estimate it, do not infer it from an
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adjacent artifact, and do not leave a mandated cell to be filled by whoever
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reads the template next.
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4. If **every** required input is ABSENT, stop and report
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**`NOT ASSESSED — NO DATA`** as the whole verdict, naming what was missing and
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which skill produces it.
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**A verdict of `NOT ASSESSED` is a success.** It is the correct, useful answer to
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"what does the data say?" when there is no data. The failure mode this prevents is
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specific and has been observed in practice: report templates whose verdict
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enum had no "could not run" state produced **false clean passes** — an asset audit
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returning COMPLIANT on a project with no assets and no standards, and a
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performance profile reporting ">99% headroom against a 16.67ms budget" with zero
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profiler data and no budget ever set.
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**Absence of evidence is never evidence of absence.** A scan that finds no
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matches because there are no files to scan has not verified anything. Say which of
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the two happened — a reader cannot tell from a green result.
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---
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## Phase 1: Read Standards
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Read the art bible's Asset Standards section (`design/art/art-bible.md`) and any
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asset standards in the relevant design docs — size budgets and format rules come
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from there. The naming patterns are the ones in Phase 3 below, unless the art
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bible states its own.
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If neither states a size budget — or there is no art bible — the Size section is
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`NOT ASSESSED — no size budget set`, and the report names `/art-bible`, whose
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Asset Standards section sets budgets, formats and the naming convention.
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---
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## Phase 2: Scan Asset Directories
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Assets live under the engine's asset root: `assets/` on Godot, `Assets/` on
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Unity, `Content/` on Unreal. Resolve the engine and its code root per
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`.claude/docs/code-root-resolution.md`; that code root is the one Phase 3's
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orphan and missing-asset searches read. If it is unresolved, stop:
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`NOT ASSESSED — engine unresolved`, naming `/setup-engine`.
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Scan the asset root using Glob:
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- **Godot** — `assets/art/**/*`, `assets/audio/**/*`, `assets/vfx/**/*`,
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`assets/shaders/**/*`, `assets/data/**/*`
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- **Unity** — `Assets/**/*`, leaving out scripts (`*.cs`, `*.asmdef`) and `*.meta` files
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- **Unreal** — `Content/**/*.uasset` and `Content/**/*.umap`
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The files matched are `Total assets scanned`. If there are none, the checks on
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scanned files — Naming, Size, Format, Orphaned — are
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`NOT ASSESSED — no assets under <asset root>`; the missing-asset search still runs.
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---
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## Phase 3: Run Compliance Checks
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**Naming conventions:**
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- Art: `[category]_[name]_[variant]_[size].[ext]`
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- Audio: `[category]_[context]_[name]_[variant].[ext]`
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- All files must be lowercase with underscores
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These are Godot's conventions. Unity and Unreal name assets in PascalCase, so on
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those engines check names only against a naming rule the art bible states; with
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none, Naming is `NOT ASSESSED — no naming rule for <engine>` (name `/art-bible`).
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**File standards:**
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- Textures: Power-of-two dimensions, correct format (PNG for UI, compressed for 3D), within size budget
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- Audio: Correct sample rate, format (OGG for SFX, OGG/MP3 for music), within duration limits.
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`file` reports an audio file's format and sample rate but not its length, and no
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pre-approved tool here does; a duration budget is therefore
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`NOT ASSESSED — duration not measurable here`, naming the files it covers.
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- Data: Valid JSON/YAML, schema-compliant
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On Unreal an asset file (`.uasset`, `.umap`) does not keep its source file's
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format or dimensions, so Format is `NOT ASSESSED` there; its size is still measured.
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**Orphaned assets:** Search the code root for references to each asset file. Flag any with no references.
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**Missing assets:** Search the code root for asset references and verify the files exist.
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Both searches need code: if the code root holds no source files, Orphaned and
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Missing are `NOT ASSESSED — no code to search`. On Unity and Unreal most asset
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references live in scenes, prefabs and other assets rather than code, so an
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asset no code names may still be in use: Orphaned is `NOT ASSESSED` there.
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---
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## Phase 4: Output Audit Report
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```markdown
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# Asset Audit Report -- [Category] -- [Date]
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## Summary
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- **Total assets scanned**: [N]
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- **Naming violations**: [N]
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- **Size violations**: [N]
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- **Format violations**: [N]
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- **Orphaned assets**: [N]
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- **Missing assets**: [N]
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- **Sections not assessed**: [none | each section and why]
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## Naming Violations
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| File | Expected Pattern | Issue |
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|------|-----------------|-------|
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## Size Violations
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| File | Budget | Actual | Overage |
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|------|--------|--------|---------|
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## Format Violations
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| File | Expected Format | Actual Format |
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|------|----------------|---------------|
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## Orphaned Assets (no code references found)
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| File | Last Modified | Size | Recommendation |
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|------|-------------|------|---------------|
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## Missing Assets (referenced but not found)
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| Reference Location | Expected Path |
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|-------------------|---------------|
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## Recommendations
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[Prioritized list of fixes, one per violation, each naming the change — the
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target resolution or compression for a size violation, the corrected name for a
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naming violation, the target format for a format violation]
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## Verdict: [NOT ASSESSED / COMPLIANT / WARNINGS / NON-COMPLIANT]
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```
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Choose the verdict by the findings, first match wins:
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- **NON-COMPLIANT** — any size violation, or any asset that code references but that does not exist
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- **WARNINGS** — only naming, format or orphaned-asset findings
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- **NOT ASSESSED** — the audit did not cover its scope: no data at all (the path
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above), zero assets scanned, or any section `NOT ASSESSED` — name which. It
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ranks below the two finding verdicts, because a measured violation is more
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actionable than a gap, and above COMPLIANT
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- **COMPLIANT** — at least one asset scanned, every section assessed, no findings
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This skill is read-only — it produces a report but does not write files.
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---
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## Phase 5: Next Steps
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- Fix naming violations using the Phase 3 patterns (or the art bible's, where it states its own).
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- If standards were missing, run `/art-bible` to write its Asset Standards section.
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- Delete confirmed orphaned assets after manual review.
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- Run `/content-audit` to cross-check asset counts against GDD-specified requirements.
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