Dev Story
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
Import 3D mesh files into CLOiSim via the Assimp pipeline, including collision generation and procedural meshes.
$ npx skills add lge-ros2/cloisim --skill add-mesh-import -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install lge-ros2/cloisim add-mesh-import --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "add-mesh-import" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/add-mesh-import into .claude/skills/add-mesh-import/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "add-mesh-import", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/lge-ros2/cloisim/tree/main/.github/skills/add-mesh-importType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add lge-ros2/cloisim --skill add-mesh-import -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install lge-ros2/cloisim add-mesh-import --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.github/skills/add-mesh-import .agents/skills/add-mesh-import && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "add-mesh-import" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/add-mesh-import into .agents/skills/add-mesh-import/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "add-mesh-import", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add lge-ros2/cloisim --skill add-mesh-import -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install lge-ros2/cloisim add-mesh-import --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.github/skills/add-mesh-import .cursor/skills/add-mesh-import && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "add-mesh-import" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/add-mesh-import into .cursor/skills/add-mesh-import/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "add-mesh-import", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/lge-ros2/cloisim.git --path .github/skills/add-mesh-import--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add lge-ros2/cloisim --skill add-mesh-import -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install lge-ros2/cloisim add-mesh-import --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.github/skills/add-mesh-import .gemini/skills/add-mesh-import && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "add-mesh-import" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/add-mesh-import into .gemini/skills/add-mesh-import/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "add-mesh-import", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install lge-ros2/cloisim add-mesh-importInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add lge-ros2/cloisim --skill add-mesh-import -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .github/skills && cp -r skills-src/.github/skills/add-mesh-import .github/skills/add-mesh-import && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "add-mesh-import" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/add-mesh-import into .github/skills/add-mesh-import/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "add-mesh-import", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add lge-ros2/cloisim --skill add-mesh-import -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install lge-ros2/cloisim add-mesh-import --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/lge-ros2/cloisim.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.github/skills/add-mesh-import .opencode/skills/add-mesh-import && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "add-mesh-import" agent skill from https://github.com/lge-ros2/cloisim/tree/main/.github/skills/add-mesh-import into .opencode/skills/add-mesh-import/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "add-mesh-import", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
add-mesh-importImport 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. 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.
9 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit f4c1f0b. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from lge-ros2/cloisim at commit f4c1f0b, republished under its MIT licence (© lge-ros2). 370 words, ~2,001 tokens.
.claude/skills/add-mesh-import/SKILL.md (or your agent's skills folder).Reference and procedure for importing 3D mesh files through CLOiSim's Assimp-based pipeline, generating collision geometry via VHACD, and creating procedural meshes.
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| Format | Extension | Rotation Correction | Notes |
|---|---|---|---|
| Collada | .dae | Euler(0, -90, 0) | Common for ROS/Gazebo models |
| Wavefront | .obj | Euler(90, -90, 0) | No animation support |
| STL | .stl | Euler(90, -90, 0) | Mesh-only, no materials |
| FBX | .fbx | None (identity) | Supports embedded textures |
Entry point is MeshLoader.CreateMeshObject():
// Basic mesh loading
var meshObject = MeshLoader.CreateMeshObject(meshPath);
// With sub-mesh selection (specific mesh from multi-mesh file)
var meshObject = MeshLoader.CreateMeshObject(meshPath, subMeshName);GetScene() handles file validation, post-processing, and format-specific rotation:
// 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)Key conversion details in sceneMeshes.ToUnity():
// 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 degenerateMaterials are converted via sceneMaterials.ToUnity():
// 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 keywordTextures are resolved through a multi-path search:
// 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 mipmapsFBX files can embed textures directly:
// Pre-cached during scene loading
LoadEmbeddedTextures(scene);
// Stored with key "*{index}" (Assimp convention)
// Retrieved before file-system search in TryLoadTexture()For collision geometry on complex meshes:
// 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 normalFor SDF primitive geometries (<box>, <cylinder>, <sphere>, etc.):
// Available generators in ProceduralMesh:
ProceduralMesh.CreateBox(size);
ProceduralMesh.CreateCylinder(radius, length);
ProceduralMesh.CreateSphere(radius);
ProceduralMesh.CreateEllipsoid(radii);
ProceduralMesh.CreatePlane(size);
ProceduralMesh.CreateCapsule(radius, length);For terrain from image files:
// ProceduralHeightmap creates Unity Terrain from:
// - Heightmap image (grayscale)
// - SDF <heightmap> parameters (size, position, textures)
// Generates terrain data with proper scaling and texture layersCheckFileSupport() validationGetRotationByFileExtension():case ".myformat":
return Quaternion.Euler(rx, ry, rz);Assimp.AssimpContext.IsImportFormatSupported())| Symptom | Cause | Fix |
|---|---|---|
| Mesh is rotated 90° | Wrong format rotation | Check GetRotationByFileExtension() for the format |
| Faces are inside-out | Winding order incorrect | Verify MakeLeftHanded flag or adjust triangle reversal |
| Missing textures | Search path doesn't find texture file | Add directory to search path list in TryLoadTexture() |
| Black/untextured model | Embedded textures not loaded | Check LoadEmbeddedTextures() runs before material setup |
| Mesh has holes | Degenerate faces filtered out | Lower the 1e-4 bounds threshold if needed |
| Collider doesn't match mesh | VHACD skipped degenerate submeshes | Check mesh bounds; may need finer decomposition params |
| Out of memory on large mesh | UInt16 index overflow | Verify indexFormat selection for meshes with 65536+ verts |
| TGA texture fails | Unsupported TGA variant | Check 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
Just SKILL.md in .github/skills/add-mesh-import of lge-ros2/cloisim.
Open the folder on GitHubat commit f4c1f0b
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Add Mesh Import this skilllge-ros2/cloisim | 176 | — | ~2k | Automated safety check: Pass | MIT | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT | |
| Blockbench Pluginsjasonjgardner/blockbench-mcp-plugin | 500 | — | ~2.8k | Automated safety check: Pass | GPL-3.0 | |
| Portal Connectgosuda/portal-tunnel | 304 | — | ~2.9k | Automated safety check: Pass | MIT | |
| Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes | 928 | — | ~790 | Automated safety check: Pass | MIT | |
| Designvladikk/modularity | 555 | — | ~3.8k | Automated safety check: Pass | Custom licence |
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
jasonjgardner/blockbench-mcp-plugin
Blockbench plugin/extension development for the 3D modeling tool.
gosuda/portal-tunnel
Reach, inspect, or consume a service that someone published through a Portal relay.
FlameskyDexive/Legends-Of-Heroes
AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills.
vladikk/modularity
Designs modular high-level architectures from functional requirements and produces design documents for each module.
elix22/Sokol.NET
Sokol.NET framework development — use for ANY work in this repo: creating or debugging examples, building/running for desktop/Android/iOS/Web, writing or compiling shaders, adding a new C/C++…
lge-ros2/cloisim
Add or modify SDF actors with skeletal animation and waypoint-based navigation.
lge-ros2/cloisim
Add a new compute or surface shader for sensor data processing or visualization.
lge-ros2/cloisim
Add a new motor or drive controller for robot locomotion. An agent skill from lge-ros2/cloisim.
lge-ros2/cloisim
Add a new CLOiSimPlugin for bridging a device to the ROS 2 transport layer.
lge-ros2/cloisim
Add a new sensor device to CLOiSim, including the Device subclass, SDF pipeline wiring, and transport plugin.
lge-ros2/cloisim
Add a custom noise model for sensor data simulation. An agent skill from lge-ros2/cloisim.
Categories
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.
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.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Add Mesh Import is instructions for the agent only.
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.
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.
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.
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.
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.
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.