Airship One Assets Skill
Use this skill when defining, creating, or reviewing 3D interior assets and textures.
Purpose
Keep module creation consistent, deterministic, and data-driven:
- •modular interior assembly (insert/remove modules),
- •explicit invisible gameplay volumes,
- •texel-consistent texturing through build-time atlas packing.
Source of Truth
- •Asset pipeline specification:
.github/skills/airship-one-asset-pipeline/SKILL.md. - •Product architecture and constraints:
ROADMAP.md. - •Runtime and implementation guardrails:
.github/copilot-instructions.md.
Core Rules
- •Treat
cockpit(front) andcargo(rear) as fixed modules. - •Treat all interior modules between them as dynamic slot inserts/removals.
- •Keep geometry and gameplay volumes separate.
- •Never hardcode final atlas UV pixel positions in source meshes.
- •Keep all texture source inputs as square PNG files.
- •Enforce global texel density target through build-time scaling.
Required Module Deliverables
For each module, produce:
- •
moduleId.glb(render mesh and anchor helpers). - •
moduleId.module.jsonmetadata including:- •connectors (
front,rear), - •anchors (
insert/removecontrols, station anchors), - •volumes (
walkable,blocked,climb,headBump,doorway), - •texture bindings (
tileId, world scale, UV mode).
- •connectors (
- •Validation notes:
- •corridor connectivity,
- •blocked-volume overlaps,
- •texel density compliance,
- •interaction anchor placement sanity.
Volume Semantics (Required)
- •
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.
Texture Workflow
- •Accept artist tiles as square PNGs (
256/512/1024). - •Build consolidates into
1024x1024atlas pages. - •Runtime resolves atlas offsets from generated manifest.
- •Fail build if density target cannot be met from source inputs.
Collaboration Workflow (User + Copilot)
When user asks to create a module:
- •Ask only for missing essentials:
- •module role,
- •dimensions and corridor orientation,
- •key props and interactions,
- •desired visual material palette.
- •Draft module metadata and volume blueprint.
- •Produce texture tile request list for user image generation.
- •Wire texture bindings and atlas expectations.
- •Report validation checklist and remaining blockers.
Texture Request Format
For every requested tile, include:
- •
tileId - •visual description/material cues
- •seamlessness requirements
- •source size target
- •intended surfaces and world scale
- •optional normal/roughness channel requirements
Acceptance Checklist
Before handoff, confirm:
- •module can connect front/rear without geometry mismatch,
- •required corridor path is traversable,
- •no invalid overlap between blocked/walkable zones,
- •insert/remove anchors exist and are reachable,
- •texture bindings resolve to atlas manifest entries,
- •texel density target holds within tolerance.