spritecook-use-assets-in-godot
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
- Manual Godot setup, preferred: Use SpriteCook animation spritesheets plus metadata to create a Godot
SpriteFramesresource and anAnimatedSprite2Dnode yourself. - MCP packaged export: Call
export_godot_character_packageto 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: