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workbench-asset-replace

Plan safe replacement of an existing Cocos or Studio visual with a Workbench image, preserving source asset identity, canvas bounds, static versus runtime…

Skill by FunplayAI

IndexedMIT★ 10
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Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/funplayai-workbench-asset-replace

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Plan safe replacement of an existing Cocos or Studio visual with a Workbench image, preserving source asset identity, canvas bounds, static versus runtime target classification, and import proof.

Use cases: design

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found
Runs as
Node.js package

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/workbench-asset-replace

What's inside

Skill name
workbench-asset-replace
Description
Plan safe replacement of an existing Cocos or Studio visual with a Workbench image, preserving source asset identity, canvas bounds, static versus runtime target classification, and import proof.
License
MIT
Instructions
29 lines in SKILL.md · view on GitHub

Before installing

  • Ships executable scripts

Files (2)

  • SKILL.md
  • plan-asset-replace.mjs · scripts/

SKILL.md (first lines)

# Workbench Asset Replace

Use this skill when the user wants to replace an existing Cocos/Studio visual with an existing Workbench image, handle URL, selected asset, pasted design asset, or local visual source.

This skill is not for generating new images. It routes existing visual replacement into the smallest safe asset or SpriteFrame update.

## Workflow

1. Resolve or materialize the Workbench source asset.
2. Record source pixel size and Workbench canvas display bounds when available.
3. Classify the target:

```bash
node <path-to-this-skill>/scripts/plan-asset-replace.mjs --source "<source>" --target-label GeneratedBackground
```

4. For a static Cocos Sprite node, import the asset and bind the real target's SpriteFrame through Cocos authoring tools.
5. For a runtime-generated slot, find the runtime asset key and replace the consumed project resource file. Do not create duplicate visual nodes.
6. Report proof: source, target classification, project asset path, import or replacement evidence, and whether layout size was preserved or intentionally left unchanged.

## Guardrails

- Do not use image generation for an existing Workbench image replacement.
- Do not call generated runtime nodes prefab nodes unless query proof shows they exist in the prefab or scene.
- Do not hand-edit `.prefab`, `.scene`, or `.meta` files.
- Do not resize, crop, or bake the Workbench asset to canvas bounds unless the user explicitly requests that.
- If multiple Workbench images or runtime asset keys match, ask one short clarification before replacing.

From FunplayAI/funplay-skill, MIT.

More from FunplayAI/funplay-skill

Signals

Stars
10
Forks
2
Open issues
0
Last commit (this folder)
Jun 2, 2026 (5 months ago)
Last release
May 22, 2026 (5 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

workbench-asset-replace skill. Agent Mart. https://agentmart.dev/skills/funplayai-workbench-asset-replace (last updated 2026-10-24)