xiaohongshu
xiaohongshu
godot-organize-assets
Use when Godot project has disorganized assets (sprites, audio, fonts, materials). Detects scattered asset files and organizes them into clear categories with consistent naming. Creates sprite atlases where beneficial, organizes audio by type, and groups related assets together.
Full skill instructions
Assets organized by type and purpose. Easy to find, easy to maintain, easy to optimize.
Finds asset directories like:
assets/
├── player_sprite.png
├── enemy1.png
├── enemy2.png
├── jump.wav
├── background_music.ogg
├── font.ttf
├── tile1.png
├── tile2.png
└── ... (100 more mixed assets)
Transforms to:
assets/
├── sprites/
│ ├── characters/
│ │ └── player_sprite.png
│ ├── enemies/
│ │ ├── enemy1.png
│ │ └── enemy2.png
│ └── environment/
│ ├── tiles/
│ │ ├── tile1.png
│ │ └── tile2.png
│ └── atlases/
│ └── environment_atlas.png # Combined tiles
├── audio/
│ ├── music/
│ │ └── background_music.ogg
│ └── sfx/
│ └── jump.wav
└── fonts/
└── font.ttf
Identifies:
Games with many sprites, sounds, or visual assets.
Creating sprite atlases reduces draw calls.
Finding specific asset becomes difficult.
Clean structure enables automated processing.
Primary organization: sprites, audio, fonts, materials.
Secondary organization: characters, enemies, environment, ui.
Tertiary organization: animations, icons, backgrounds, effects.
sprites/
├── characters/
│ ├── player/
│ │ ├── idle/
│ │ │ ├── idle_01.png
│ │ │ ├── idle_02.png
│ │ │ └── idle_03.png
│ │ ├── run/
│ │ └── jump/
│ └── npc/
├── enemies/
│ ├── goblin/
│ ├── orc/
│ └── dragon/
├── items/
│ ├── weapons/
│ ├── consumables/
│ └── collectibles/
├── environment/
│ ├── tiles/
│ ├── props/
│ └── backgrounds/
└── ui/
├── icons/
├── buttons/
└── panels/
audio/
├── music/
│ ├── main_theme.ogg
│ ├── battle_music.ogg
│ └── ambient/
│ ├── forest.ogg
│ └── cave.ogg
├── sfx/
│ ├── player/
│ │ ├── jump.wav
│ │ ├── land.wav
│ │ └── attack.wav
│ ├── enemies/
│ │ ├── hit.wav
│ │ └── death.wav
│ ├── ui/
│ │ ├── click.wav
│ │ └── hover.wav
│ └── environment/
│ ├── door_open.wav
│ └── chest_open.wav
└── voice/ # For games with voice acting
Detects atlas opportunities:
Creates atlases when:
Example:
# Before: 20 separate UI icon files (20 draw calls)
ui/icons/health_icon.png
ui/icons/mana_icon.png
... (18 more)
# After: 1 atlas texture (1 draw call)
ui/atlases/ui_icons_atlas.png
ui/atlases/ui_icons_atlas.png.import # Atlas regions defined
character_player_idle_01.pngenemy_goblin_attack_03.pngitem_sword_iron.pngmusic_main_theme.oggsfx_player_jump.wavambient_forest_birds.oggmat_character_player.tresmat_environment_grass.tresConsistent naming enables:
Detects usage patterns:
Optimizes based on:
Works with:
Don't reorganize if:
Without atlases:
With atlases:
Significant performance improvement, especially for mobile.
| Before | After |
|---|---|
player.png in root | assets/sprites/characters/player/idle.png |
sound.wav mixed | assets/audio/sfx/player/jump.wav |
| 20 icons scattered | assets/sprites/ui/atlases/ui_atlas.png |
font.ttf in assets | assets/fonts/main_font.ttf |
Defaults follow Godot best practices and performance guidelines.
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