.claude/skills/web-3d-asset-pipeline/SKILL.md
Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
npx skillsauth add DotanVG/Orbital-Breach web-3d-asset-pipelineInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Use this skill for shipped 3D assets, not runtime scene code. The default output format for browser 3D work in this plugin is GLB or glTF 2.0. The goal is predictable runtime assets, not whatever the DCC tool happened to export first.
This guidance is engine-agnostic and can serve Three.js, React Three Fiber, Babylon.js, or PlayCanvas.
development
Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
development
Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.
tools
Prepare, commit, push, and summarize a staging-only change for Orbital Breach.
testing
Run the Orbital Breach preflight checks before committing, pushing, or opening a PR.