asset-audit
稽核素材的命名、大小、格式,找出孤兒和缺少的素材
中文翻譯
--- name: asset-audit description: "依命名規則、檔案大小預算、格式標準稽核素材,找出孤兒素材和缺少的參照。" argument-hint: "[category|all]" user-invocable: true allowed-tools: Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *) model: sonnet # Read-only diagnostic skill — no specialist agent delegation needed --- # Asset Audit ## 量測檔案大小和格式需要 Bash 這個 skill 的報告要的是**檔案大小對照預算**、**貼圖尺寸** (2 的次方)、**音訊取樣率**,還有用來偵測孤兒素材的**最後修改時間**。 這些東西 `Read`/`Glob`/`Grep` 都拿不到,要靠 `stat` 或讀二進位檔頭,所以上面已經預先核准唯讀的量測指令(`stat`、 `file`、`od`、`wc`、`du`);列檔案用 Glob。其他任何 指令都要先問。 **量不到的數字,那個格子就填 `NOT ASSESSED`,絕對不准估。** 一張靠猜填出來的大小預算表 比空白還糟: 它看起來像證據。就算專案裡有一堆真實素材,這也是個實際存在的捏造風險: 如果範本要求填數字表格,而工具白名單 產不出這些數字,唯一能把它填完的方法就是編造。 --- ## 輸入不足:產出任何報告之前先檢查這個 **如果這個 skill 需要的輸入不存在,答案是「跑不了」, 不是一份填好的報告。** 先檢查,檢查不過就停。 1. 列出這個 skill 要讀的輸入(資料檔、先前的報告、profiler 輸出、 測試結果、registry、原始碼)。 2. 每一項都記錄 `FOUND` 或 `ABSENT`,不是「假設存在」。 3. 如果某個章節需要的任何輸入是 ABSENT,那個章節就是 **`NOT ASSESSED — NO DATA`**。不要估,不要從 相鄰的產物推論,也不要留一個規定要填的格子讓下一個 讀範本的人去填。 4. 如果**所有**需要的輸入都是 ABSENT,就停下來,把 **`NOT ASSESSED — NO DATA`** 當作整份報告的 verdict 回報,並指出缺了什麼、 哪個 skill 會產出它。 **`NOT ASSESSED` 的 verdict 是成功。** 沒有資料時, 它就是對「資料怎麼說?」最正確、最有用的答案。它要防的失敗模式 很明確:一份 verdict 列舉裡沒有「跑不了」狀態的報告,會產生 **假的乾淨通過**:一個沒有素材也沒有標準的專案,素材稽核卻回報 COMPLIANT; 或是一份效能分析,沒有任何 profiler 資料、也從沒設過預算,卻回報「對 16.67ms 預算有 >99% 的餘裕」。 **沒有證據,不代表沒有問題。** 因為沒有檔案可掃,所以掃不到任何東西, 這並沒有驗證任何事。要說清楚是這兩種情況的哪一種, 光看綠色結果,讀的人分不出來。 --- ## Phase 1: 讀取標準 讀 art bible 的 Asset Standards 章節(`design/art/art-bible.md`),以及相關設計文件裡的任何 素材標準,大小預算和格式規則都從那裡來。命名規則用下面 Phase 3 的那些, 除非 art bible 有自己的規定。art bible 要按章節讀:用 Grep 工具(pattern `^#`、content mode)找到標題,再用 offset 和 limit 讀那段範圍。 如果兩邊都沒有說明大小預算,或是根本沒有 art bible,Size 章節就是 `NOT ASSESSED — no size budget set`,報告要點名 `/art-bible`,它的 Asset Standards 章節會設定預算、格式和命名規則。 --- ## Phase 2: 掃描素材目錄 素材放在引擎的素材根目錄底下:Godot 是 `assets/`,Unity 是 `Assets/`, Unreal 是 `Content/`。依 `.claude/docs/code-root-resolution.md` 解析引擎和它的 code root;Phase 3 的孤兒素材和缺少素材搜尋就是讀這個 code root。如果解析不出來,就停下: `NOT ASSESSED — engine unresolved`,並點名 `/setup-engine`。 用 Glob 掃描素材根目錄: - **Godot**:`assets/art/**/*`、`assets/audio/**/*`、`assets/vfx/**/*`、 `assets/shaders/**/*`、`assets/data/**/*` - **Unity**:`Assets/**/*`,排除腳本(`*.cs`、`*.asmdef`)和 `*.meta` 檔 - **Unreal**:`Content/**/*.uasset` 和 `Content/**/*.umap` 比對到的檔案就是 `Total assets scanned`。如果一個都沒有,針對掃描檔案的檢查, 也就是 Naming、Size、Format、Orphaned,都是 `NOT ASSESSED — no assets under <asset root>`;缺少素材的搜尋仍然要跑。 --- ## Phase 3: 執行合規檢查 **命名規則:** - Art: `[category]_[name]_[variant]_[size].[ext]` - Audio: `[category]_[context]_[name]_[variant].[ext]` - 所有檔案都必須小寫,用底線連接 這些是 Godot 的慣例。Unity 和 Unreal 的素材用 PascalCase 命名,所以在 這兩個引擎上,名稱只能對照 art bible 有寫明的命名規則來檢查; 沒有規則的話,Naming 就是 `NOT ASSESSED — no naming rule for <engine>`(點名 `/art-bible`)。 **檔案標準:** - Textures: 尺寸為 2 的次方、格式正確(UI 用 PNG,3D 用壓縮格式)、在大小預算內 - Audio: 取樣率正確、格式正確(SFX 用 OGG,音樂用 OGG/MP3)、在長度限制內。 `file` 會回報音訊檔的格式和取樣率,但不會回報長度,而這裡 預先核准的工具也沒有一個能量長度;所以長度預算就是 `NOT ASSESSED — duration not measurable here`,並點名涵蓋的檔案。 - Data: 有效的 JSON/YAML,符合 schema 在 Unreal 上,素材檔(`.uasset`、`.umap`)不會保留來源檔案的 格式或尺寸,所以那裡的 Format 是 `NOT ASSESSED`;大小仍然量得到。 **孤兒素材:** 在 code root 裡搜尋每個素材檔的參照。沒有任何參照的就標記出來。 **缺少的素材:** 在 code root 裡搜尋素材參照,並確認檔案存在。 兩種搜尋都需要程式碼:如果 code root 裡沒有原始碼檔,Orphaned 和 Missing 就是 `NOT ASSESSED — no code to search`。在 Unity 和 Unreal 上,大部分素材 參照都放在 scene、prefab 和其他素材裡,不在程式碼裡,所以 沒有任何程式碼提到的素材仍可能在使用中:那裡的 Orphaned 就是 `NOT ASSESSED`。 --- ## Phase 4: 輸出稽核報告 ```markdown # Asset Audit Report -- [Category] -- [Date] ## Summary - **Total assets scanned**: [N] - **Naming violations**: [N] - **Size violations**: [N] - **Format violations**: [N] - **Orphaned assets**: [N] - **Missing assets**: [N] - **Sections not assessed**: [none | each section and why] ## Naming Violations | File | Expected Pattern | Issue | |------|-----------------|-------| ## Size Violations | File | Budget | Actual | Overage | |------|--------|--------|---------| ## Format Violations | File | Expected Format | Actual Format | |------|----------------|---------------| ## Orphaned Assets (no code references found) | File | Last Modified | Size | Recommendation | |------|-------------|------|---------------| ## Missing Assets (referenced but not found) | Reference Location | Expected Path | |-------------------|---------------| ## Recommendations [Prioritized list of fixes, one per violation, each naming the change — the target resolution or compression for a size violation, the corrected name for a naming violation, the target format for a format violation] ## Verdict: [NOT ASSESSED / COMPLIANT / WARNINGS / NON-COMPLIANT] ``` 依發現結果選 verdict,先符合的先贏: - **NON-COMPLIANT**:任何大小違規,或任何程式碼有參照、但實際不存在的素材 - **WARNINGS**:只有命名、格式或孤兒素材的發現 - **NOT ASSESSED**:稽核沒有涵蓋它的範圍:完全沒有資料(上面 那條路徑)、掃到零個素材,或是任何章節是 `NOT ASSESSED`,要點名是哪個。 它的順位低於那兩個有發現的 verdict,因為量到的違規比 缺口更能立刻採取行動,同時又高於 COMPLIANT - **COMPLIANT**:至少掃過一個素材、每個章節都評估過、沒有任何發現 這個 skill 是唯讀的,只會產出報告,不會寫檔案。 --- ## Phase 5: 下一步 - 用 Phase 3 的規則修正命名違規(art bible 有自己規定的話,就用它的)。 - 如果缺少標準,跑 `/art-bible` 寫它的 Asset Standards 章節。 - 人工檢查後,刪除確認過的孤兒素材。 - 跑 `/content-audit`,把素材數量和 GDD 指定的需求交叉比對。
英文原文
--- name: asset-audit description: "Audit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references." argument-hint: "[category|all]" user-invocable: true allowed-tools: Read, Glob, Grep, Bash(stat *), Bash(file *), Bash(od *), Bash(wc *), Bash(du *) model: sonnet # Read-only diagnostic skill — no specialist agent delegation needed --- # Asset Audit ## Measuring file sizes and formats requires Bash This skill's report asks for **file sizes against budgets**, **texture dimensions** (power-of-two), **audio sample rates**, and **last-modified times** for orphan detection. None of those are obtainable from `Read`/`Glob`/`Grep` — they need `stat` or a binary header read, so the read-only measuring commands (`stat`, `file`, `od`, `wc`, `du`) are pre-approved above; list files with Glob. Anything else asks first. **If you cannot take a measurement, the cell is `NOT ASSESSED`, never an estimate.** A size budget table filled from guesses is worse than an empty one: it looks like evidence. This is a live fabrication vector even on a project full of real assets: if the template demands tables of numbers the tool allowlist cannot produce, the only way to complete it is to invent them. --- ## Insufficient input — check this before producing any report **If the inputs this skill needs do not exist, the answer is "could not run" — not a filled-in report.** Check first, and stop if the check fails. 1. List the inputs this skill reads (data files, prior reports, profiler output, test results, registries, source code). 2. For each, record `FOUND` or `ABSENT` — not "assumed present". 3. If any input required for a section is ABSENT, that section is **`NOT ASSESSED — NO DATA`**. Do not estimate it, do not infer it from an adjacent artifact, and do not leave a mandated cell to be filled by whoever reads the template next. 4. If **every** required input is ABSENT, stop and report **`NOT ASSESSED — NO DATA`** as the whole verdict, naming what was missing and which skill produces it. **A verdict of `NOT ASSESSED` is a success.** It is the correct, useful answer to "what does the data say?" when there is no data. The failure mode this prevents is specific: a report whose verdict enum has no "could not run" state produces **false clean passes** — an asset audit returning COMPLIANT on a project with no assets and no standards, or a performance profile reporting ">99% headroom against a 16.67ms budget" with zero profiler data and no budget ever set. **Absence of evidence is never evidence of absence.** A scan that finds no matches because there are no files to scan has not verified anything. Say which of the two happened — a reader cannot tell from a green result. --- ## Phase 1: Read Standards Read the art bible's Asset Standards section (`design/art/art-bible.md`) and any asset standards in the relevant design docs — size budgets and format rules come from there. The naming patterns are the ones in Phase 3 below, unless the art bible states its own. Read the art bible by section: find the heading with the Grep tool (pattern `^#`, content mode) and Read that range with offset and limit. If neither states a size budget — or there is no art bible — the Size section is `NOT ASSESSED — no size budget set`, and the report names `/art-bible`, whose Asset Standards section sets budgets, formats and the naming convention. --- ## Phase 2: Scan Asset Directories Assets live under the engine's asset root: `assets/` on Godot, `Assets/` on Unity, `Content/` on Unreal. Resolve the engine and its code root per `.claude/docs/code-root-resolution.md`; that code root is the one Phase 3's orphan and missing-asset searches read. If it is unresolved, stop: `NOT ASSESSED — engine unresolved`, naming `/setup-engine`. Scan the asset root using Glob: - **Godot** — `assets/art/**/*`, `assets/audio/**/*`, `assets/vfx/**/*`, `assets/shaders/**/*`, `assets/data/**/*` - **Unity** — `Assets/**/*`, leaving out scripts (`*.cs`, `*.asmdef`) and `*.meta` files - **Unreal** — `Content/**/*.uasset` and `Content/**/*.umap` The files matched are `Total assets scanned`. If there are none, the checks on scanned files — Naming, Size, Format, Orphaned — are `NOT ASSESSED — no assets under <asset root>`; the missing-asset search still runs. --- ## Phase 3: Run Compliance Checks **Naming conventions:** - Art: `[category]_[name]_[variant]_[size].[ext]` - Audio: `[category]_[context]_[name]_[variant].[ext]` - All files must be lowercase with underscores These are Godot's conventions. Unity and Unreal name assets in PascalCase, so on those engines check names only against a naming rule the art bible states; with none, Naming is `NOT ASSESSED — no naming rule for <engine>` (name `/art-bible`). **File standards:** - Textures: Power-of-two dimensions, correct format (PNG for UI, compressed for 3D), within size budget - Audio: Correct sample rate, format (OGG for SFX, OGG/MP3 for music), within duration limits. `file` reports an audio file's format and sample rate but not its length, and no pre-approved tool here does; a duration budget is therefore `NOT ASSESSED — duration not measurable here`, naming the files it covers. - Data: Valid JSON/YAML, schema-compliant On Unreal an asset file (`.uasset`, `.umap`) does not keep its source file's format or dimensions, so Format is `NOT ASSESSED` there; its size is still measured. **Orphaned assets:** Search the code root for references to each asset file. Flag any with no references. **Missing assets:** Search the code root for asset references and verify the files exist. Both searches need code: if the code root holds no source files, Orphaned and Missing are `NOT ASSESSED — no code to search`. On Unity and Unreal most asset references live in scenes, prefabs and other assets rather than code, so an asset no code names may still be in use: Orphaned is `NOT ASSESSED` there. --- ## Phase 4: Output Audit Report ```markdown # Asset Audit Report -- [Category] -- [Date] ## Summary - **Total assets scanned**: [N] - **Naming violations**: [N] - **Size violations**: [N] - **Format violations**: [N] - **Orphaned assets**: [N] - **Missing assets**: [N] - **Sections not assessed**: [none | each section and why] ## Naming Violations | File | Expected Pattern | Issue | |------|-----------------|-------| ## Size Violations | File | Budget | Actual | Overage | |------|--------|--------|---------| ## Format Violations | File | Expected Format | Actual Format | |------|----------------|---------------| ## Orphaned Assets (no code references found) | File | Last Modified | Size | Recommendation | |------|-------------|------|---------------| ## Missing Assets (referenced but not found) | Reference Location | Expected Path | |-------------------|---------------| ## Recommendations [Prioritized list of fixes, one per violation, each naming the change — the target resolution or compression for a size violation, the corrected name for a naming violation, the target format for a format violation] ## Verdict: [NOT ASSESSED / COMPLIANT / WARNINGS / NON-COMPLIANT] ``` Choose the verdict by the findings, first match wins: - **NON-COMPLIANT** — any size violation, or any asset that code references but that does not exist - **WARNINGS** — only naming, format or orphaned-asset findings - **NOT ASSESSED** — the audit did not cover its scope: no data at all (the path above), zero assets scanned, or any section `NOT ASSESSED` — name which. It ranks below the two finding verdicts, because a measured violation is more actionable than a gap, and above COMPLIANT - **COMPLIANT** — at least one asset scanned, every section assessed, no findings This skill is read-only — it produces a report but does not write files. --- ## Phase 5: Next Steps - Fix naming violations using the Phase 3 patterns (or the art bible's, where it states its own). - If standards were missing, run `/art-bible` to write its Asset Standards section. - Delete confirmed orphaned assets after manual review. - Run `/content-audit` to cross-check asset counts against GDD-specified requirements.