unity-asset-pipeline
Unity asset pipeline
Generators produce source art. This skill produces approved runtime asset packages. The boundary between the two is the single most important thing to enforce: an image or mesh existing on disk is NOT an asset that belongs in the game. An asset belongs in the game only when it has a contract, passes validation, ships as a prefab, and is entered into the registry.
The hard rule. Scene-building agents may only instantiate prefabs listed in the approved-asset registry. They must NEVER drag a freshly generated file directly into a gameplay scene. Generators feed
Assets/<Game>/Art/Source/; only this pipeline writes toAssets/<Game>/Art/Approved/and the registry.
This skill is downstream of unity-art-direction (which owns the locked art-spec.yaml, style presets, mobile budgets, and the family strategy) and upstream of unity-scene-composition (which owns placement). It turns the art-direction process into enforceable data.