Agent skill

Add Mesh Import

by lge-ros2 in lge-ros2/cloisim

Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes.

MITAuto-check passedGame Development

Install Add Mesh Import

skills CLI
$ npx skills add lge-ros2/cloisim --skill add-mesh-import -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install lge-ros2/cloisim add-mesh-import --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.github/skills/add-mesh-import .claude/skills/add-mesh-import && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
add-mesh-import
GitHub stars
176
Token cost
~2k tokens
SKILL.md length
370 words
Files
1
Skills in repo
18
Repo updated
First seen
Licence
MIT

At a glance

Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes.

  • Works in 9 steps: Loading a Mesh File → Assimp Scene Loading → Mesh Conversion to Unity → …
  • : adding a new mesh file format
  • SKILL.md covers When to Use, Architecture, File Format Support and Procedure, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Add Mesh Import is an agent skill from lge-ros2/cloisim. Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes. Use when: adding a new mesh file format, debugging mesh import issues, generating convex hull colliders via VHACD, creating procedural geometry, fixing texture loading or UV mapping problems.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Unity 6 based multi-robot simulator for ROS 2, SDFormat/SDF, LiDAR, camera, depth, IMU, GPS, and large-scale robotics simulation. The licence is MIT.

When your agent uses it

  • : adding a new mesh file format
  • Debugging mesh import issues
  • Generating convex hull colliders via VHACD
  • Creating procedural geometry

Example prompts

  • “/add-mesh-import”

Workflow steps

9 steps, taken from the step headings in SKILL.md.

  1. Loading a Mesh File
  2. Assimp Scene Loading
  3. Mesh Conversion to Unity
  4. Material Loading from Assimp
  5. Texture Search Path Resolution
  6. Embedded Texture Handling (FBX)
  7. VHACD Convex Decomposition
  8. Procedural Mesh Creation
  9. Heightmap Generation

What it can do on your machine

Read from SKILL.md and the folder at commit f4c1f0b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Add Mesh Import loads about 2k tokens when it runs. Until then it costs about 80 tokens; SKILL.md has 370 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~80
When it runs · the whole SKILL.md, loaded when a task matches
~2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from lge-ros2/cloisim at commit f4c1f0b, republished under its MIT licence (© lge-ros2). 370 words, ~2,001 tokens.

Download SKILL.mdSave it as .claude/skills/add-mesh-import/SKILL.md (or your agent's skills folder).
name
add-mesh-import
description
Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes. Use when: adding a new mesh file format, debugging mesh import issues, generating convex hull colliders via VHACD, creating procedural geometry, fixing texture loading or UV mapping problems.

Add Mesh Import

Reference and procedure for importing 3D mesh files through CLOiSim's Assimp-based pipeline, generating collision geometry via VHACD, and creating procedural meshes.

When to Use

  • Importing a new 3D file format (OBJ, DAE, STL, FBX)
  • Debugging mesh import failures (missing textures, wrong orientation, degenerate geometry)
  • Generating convex hull colliders for complex meshes
  • Creating procedural geometry (box, cylinder, sphere, heightmap)
  • Fixing face winding, UV channels, or vertex color issues
  • Understanding the mesh → material → texture loading pipeline

Architecture

MeshLoader.CreateMeshObject(meshPath)
  │
  ├─ Assimp.Common: GetScene()
  │  ├─ File validation (extension check)
  │  ├─ Assimp post-processing flags
  │  └─ Per-format rotation correction
  │
  ├─ LoadEmbeddedTextures()  (FBX)
  │
  ├─ sceneMaterials.ToUnity()
  │  ├─ Color: Diffuse → BaseColor, Emissive → Emission
  │  ├─ Textures: Diffuse → _BaseMap, Normal → _BumpMap, etc.
  │  └─ Transparency: Opacity → alpha blending
  │
  ├─ sceneMeshes.ToUnity()
  │  ├─ Vertex setup (UInt16/UInt32 index format)
  │  ├─ UV channels (up to 8)
  │  ├─ Face winding reversal (right→left hand)
  │  └─ Normal/tangent calculation
  │
  └─ ToUnityMeshObject()
     ├─ Recursive node traversal
     ├─ MeshFilter + MeshRenderer per node
     └─ Material assignment by submesh index

File Format Support

FormatExtensionRotation CorrectionNotes
Collada.daeEuler(0, -90, 0)Common for ROS/Gazebo models
Wavefront.objEuler(90, -90, 0)No animation support
STL.stlEuler(90, -90, 0)Mesh-only, no materials
FBX.fbxNone (identity)Supports embedded textures

Procedure

1. Loading a Mesh File

Entry point is MeshLoader.CreateMeshObject():

csharp
// Basic mesh loading
var meshObject = MeshLoader.CreateMeshObject(meshPath);

// With sub-mesh selection (specific mesh from multi-mesh file)
var meshObject = MeshLoader.CreateMeshObject(meshPath, subMeshName);
2. Assimp Scene Loading

GetScene() handles file validation, post-processing, and format-specific rotation:

csharp
// Post-processing flags applied to all formats:
// - OptimizeMeshes
// - SplitLargeMeshes
// - MakeLeftHanded (coordinate system conversion)
// - Triangulate
// - SortByPrimitiveType
// - GenerateNormals (if missing)

// Per-format rotation correction:
// OBJ/STL: Euler(90, -90, 0) — compensates Z-up → Y-up
// DAE:     Euler(0, -90, 0)  — compensates axis orientation
// FBX:     Identity (no rotation)
3. Mesh Conversion to Unity

Key conversion details in sceneMeshes.ToUnity():

csharp
// Index format selection based on vertex count
mesh.indexFormat = vertexCount >= 65536
	? IndexFormat.UInt32 : IndexFormat.UInt16;

// Face winding reversal (right-hand → left-hand)
// Assimp indices [0, 1, 2] become [2, 1, 0]
triangles[triIdx + 0] = face.Indices[2];
triangles[triIdx + 1] = face.Indices[1];
triangles[triIdx + 2] = face.Indices[0];

// UV channels — up to 8 supported
for (var ch = 0; ch < mesh.TextureCoordinateChannelCount; ch++)
{
	// mesh.SetUVs(ch, uvChannel)
}

// Vertex colors — single channel only
if (mesh.VertexColorChannelCount > 0)
{
	// Uses VertexColorChannels[0]
}

// Degenerate mesh check — skip if bounds < 1e-4
if (bounds.size.magnitude < 1e-4f)
	continue; // Skip degenerate
4. Material Loading from Assimp

Materials are converted via sceneMaterials.ToUnity():

csharp
// Assimp → Unity material property mapping:
HasColorDiffuse    → SetBaseColor() (alpha forced to 1.0)
HasOpacity         → Alpha channel + SetTransparent()
HasColorEmissive   → SetEmission()
HasColorSpecular   → SetColor("_SpecColor")
HasShininess       → Smoothness = 1.0 - Shininess
HasReflectivity    → Smoothness = 1.0 - Reflectivity

// Texture mapping:
HasTextureDiffuse  → _BaseMap
HasTextureNormal   → _BumpMap + _NORMALMAP keyword
HasTextureSpecular → _SpecGlossMap + _SPECGLOSSMAP keyword
HasTextureEmissive → _EmissionMap + _EMISSION keyword
5. Texture Search Path Resolution

Textures are resolved through a multi-path search:

csharp
// Search directories tried in order:
""              // Same directory as mesh file
"../"           // Parent directory
"../../"        // Grandparent directory
"textures/"     // textures/ subfolder
"../textures/"  // Sibling textures/ folder
"../materials/" // Sibling materials/ folder
"materials/"    // materials/ subfolder

// Path normalization:
// - Strip "model://" prefix
// - Convert \\ to /
// - Strip "//" Blender FBX prefix
// - Fallback to filename-only search (strip subdirectories)

// Format-specific loading:
// .tga → TextureUtil.LoadTGA(stream)
// Others → texture.LoadImage(bytes) with mipmaps
6. Embedded Texture Handling (FBX)

FBX files can embed textures directly:

csharp
// Pre-cached during scene loading
LoadEmbeddedTextures(scene);
// Stored with key "*{index}" (Assimp convention)
// Retrieved before file-system search in TryLoadTexture()
7. VHACD Convex Decomposition

For collision geometry on complex meshes:

csharp
// Apply VHACD to all mesh filters in a GameObject
VHACD.Apply(meshFilters);

// Workflow:
// 1. For each MeshFilter, decompose mesh into convex hulls
// 2. Results are cached by mesh identity (avoids redundant computation)
// 3. Skip degenerate meshes (planar bounds < 1e-4)
// 4. Add MeshCollider (convex=true) for each hull
// 5. Multiple MeshColliders per original mesh is normal
8. Procedural Mesh Creation

For SDF primitive geometries (<box>, <cylinder>, <sphere>, etc.):

csharp
// Available generators in ProceduralMesh:
ProceduralMesh.CreateBox(size);
ProceduralMesh.CreateCylinder(radius, length);
ProceduralMesh.CreateSphere(radius);
ProceduralMesh.CreateEllipsoid(radii);
ProceduralMesh.CreatePlane(size);
ProceduralMesh.CreateCapsule(radius, length);
9. Heightmap Generation

For terrain from image files:

csharp
// ProceduralHeightmap creates Unity Terrain from:
// - Heightmap image (grayscale)
// - SDF <heightmap> parameters (size, position, textures)
// Generates terrain data with proper scaling and texture layers
Show full SKILL.md (164 more words)Show less

Adding a New File Format

  1. Add extension to CheckFileSupport() validation
  2. Add rotation case in GetRotationByFileExtension():
    csharp
    case ".myformat":
        return Quaternion.Euler(rx, ry, rz);
  3. Verify Assimp supports the format (check Assimp.AssimpContext.IsImportFormatSupported())
  4. Test face winding — ensure triangles render correctly (may need to adjust post-processing flags)

Common Issues

SymptomCauseFix
Mesh is rotated 90°Wrong format rotationCheck GetRotationByFileExtension() for the format
Faces are inside-outWinding order incorrectVerify MakeLeftHanded flag or adjust triangle reversal
Missing texturesSearch path doesn't find texture fileAdd directory to search path list in TryLoadTexture()
Black/untextured modelEmbedded textures not loadedCheck LoadEmbeddedTextures() runs before material setup
Mesh has holesDegenerate faces filtered outLower the 1e-4 bounds threshold if needed
Collider doesn't match meshVHACD skipped degenerate submeshesCheck mesh bounds; may need finer decomposition params
Out of memory on large meshUInt16 index overflowVerify indexFormat selection for meshes with 65536+ verts
TGA texture failsUnsupported TGA variantCheck TextureUtil.LoadTGA() supports the specific TGA type

© lge-ros2, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .github/skills/add-mesh-import of lge-ros2/cloisim.

Open the folder on GitHubat commit f4c1f0b

Compare with similar skills

Add Mesh Import next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Add Mesh Import compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Add Mesh Import this skilllge-ros2/cloisim176—~2kAutomated safety check: PassMIT
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Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin500—~2.8kAutomated safety check: PassGPL-3.0
Portal Connectgosuda/portal-tunnel304—~2.9kAutomated safety check: PassMIT
Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes928—~790Automated safety check: PassMIT
Designvladikk/modularity555—~3.8kAutomated safety check: PassCustom licence

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Questions about Add Mesh Import

What does Add Mesh Import do?

Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes. Add Mesh Import is an agent skill from lge-ros2/cloisim. Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes.

When should I use Add Mesh Import?

Add Mesh Import fits situations like: : adding a new mesh file format; debugging mesh import issues; generating convex hull colliders via VHACD; creating procedural geometry.

How do I install Add Mesh Import in Claude Code?

Run `npx skills add lge-ros2/cloisim --skill add-mesh-import -a claude-code`. Or copy the skill folder (.github/skills/add-mesh-import in lge-ros2/cloisim) into .claude/skills/add-mesh-import in your project. Claude Code loads it when a task matches its description.

How do I install Add Mesh Import in Codex?

Run `npx skills add lge-ros2/cloisim --skill add-mesh-import -a codex`. Or copy the skill folder (.github/skills/add-mesh-import in lge-ros2/cloisim) into .agents/skills/add-mesh-import in your project. Codex loads it when a task matches its description.

Can I use Add Mesh Import in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add lge-ros2/cloisim --skill add-mesh-import -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/add-mesh-import, .gemini/skills/add-mesh-import, .github/skills/add-mesh-import and .opencode/skills/add-mesh-import in your project.

What does Add Mesh Import need to run?

SKILL.md names no scripts, command-line tools or credentials: Add Mesh Import is instructions for the agent only.

Does Add Mesh Import access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Add Mesh Import safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Add Mesh Import use?

Add Mesh Import is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Add Mesh Import use?

About 2k tokens (SKILL.md is roughly 8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Add Mesh Import?

Skills that share tags, products or a category with Add Mesh Import: Dev Story (Donchitos/Claude-Code-Game-Studios, 26k stars), Blockbench Plugins (jasonjgardner/blockbench-mcp-plugin, 500 stars), Portal Connect (gosuda/portal-tunnel, 304 stars) and Aibridge Development Workflow (FlameskyDexive/Legends-Of-Heroes, 928 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Add Mesh Import?

lge-ros2 (a GitHub organization) maintains it in lge-ros2/cloisim, which has 176 GitHub stars. The repository holds 18 skills in this directory. The repository was last updated on October 6, 2026.

Source: lge-ros2/cloisim on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.