@aura3d/cli 4.1.2 → 4.2.0

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Files changed (57) hide show
  1. package/data/root-export-dispositions.json +39 -0
  2. package/dist/cli.d.ts.map +1 -1
  3. package/dist/cli.js +49 -17
  4. package/dist/cli.js.map +1 -1
  5. package/dist/commands/evidence/index.d.ts +3 -0
  6. package/dist/commands/evidence/index.d.ts.map +1 -0
  7. package/dist/commands/evidence/index.js +12 -0
  8. package/dist/commands/evidence/index.js.map +1 -0
  9. package/dist/commands/evidence/judge.d.ts +18 -0
  10. package/dist/commands/evidence/judge.d.ts.map +1 -0
  11. package/dist/commands/evidence/judge.js +194 -0
  12. package/dist/commands/evidence/judge.js.map +1 -0
  13. package/dist/commands/evidence/judgeLib.d.ts +84 -0
  14. package/dist/commands/evidence/judgeLib.d.ts.map +1 -0
  15. package/dist/commands/evidence/judgeLib.js +178 -0
  16. package/dist/commands/evidence/judgeLib.js.map +1 -0
  17. package/dist/commands/registry.d.ts +1 -0
  18. package/dist/commands/registry.d.ts.map +1 -1
  19. package/dist/commands/registry.js +1 -0
  20. package/dist/commands/registry.js.map +1 -1
  21. package/dist/look/capture.d.ts +15 -7
  22. package/dist/look/capture.d.ts.map +1 -1
  23. package/dist/look/capture.js +85 -13
  24. package/dist/look/capture.js.map +1 -1
  25. package/dist/pull-bridge/adapters.d.ts +9 -1
  26. package/dist/pull-bridge/adapters.d.ts.map +1 -1
  27. package/dist/pull-bridge/adapters.js +30 -7
  28. package/dist/pull-bridge/adapters.js.map +1 -1
  29. package/dist/pull-bridge/search.d.ts +5 -0
  30. package/dist/pull-bridge/search.d.ts.map +1 -1
  31. package/dist/pull-bridge/search.js +7 -1
  32. package/dist/pull-bridge/search.js.map +1 -1
  33. package/dist/pull-bridge.js +1 -1
  34. package/dist/pull-bridge.js.map +1 -1
  35. package/dist/resolve-ladder.d.ts +123 -0
  36. package/dist/resolve-ladder.d.ts.map +1 -0
  37. package/dist/resolve-ladder.js +410 -0
  38. package/dist/resolve-ladder.js.map +1 -0
  39. package/package.json +5 -5
  40. package/skills/aura3d-art-direction/SKILL.md +5 -1
  41. package/skills/aura3d-assets/SKILL.md +16 -19
  42. package/skills/aura3d-assets/references/preview-under-look.md +16 -0
  43. package/skills/aura3d-browser-game/SKILL.md +19 -22
  44. package/skills/aura3d-browser-game/references/genre-gates.md +11 -0
  45. package/skills/aura3d-browser-game/references/genre-looks.md +48 -0
  46. package/skills/aura3d-character-animation/SKILL.md +8 -2
  47. package/skills/aura3d-core/SKILL.md +22 -20
  48. package/skills/aura3d-core/references/boundaries.md +8 -5
  49. package/skills/aura3d-evidence-review/SKILL.md +12 -2
  50. package/skills/aura3d-materials-environments/SKILL.md +25 -19
  51. package/skills/aura3d-performance/SKILL.md +19 -11
  52. package/skills/aura3d-retexture/SKILL.md +4 -3
  53. package/skills/aura3d-scene-authoring/SKILL.md +15 -15
  54. package/skills/aura3d-threejs-migration/SKILL.md +10 -2
  55. package/skills/llms.txt +104 -216
  56. package/skills/meshy-cli/SKILL.md +35 -34
  57. package/skills/meshy-cli/references/asset-tooling.md +23 -0
@@ -21,10 +21,14 @@ viewer.
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  1. Run `meshy --version` and require the repository pin `0.2.0`.
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  2. Read `meshy --help`, `meshy resources`, and `meshy <resource> create --help`
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- for every resource you will call.
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+ for every resource you will call. Flags live in the installed help
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+ (`meshy text-to-3d create --pose-mode a-pose|t-pose`, `--texture-resolution 2k`,
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+ `remesh create --target-polycount`, `rigging create --height-meters`,
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+ `animate create --rig-task-id --action-id`). `-o <dir>` is global and
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+ downloads artifacts.
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  3. Run `npx @aura3d/cli@latest --help` and confirm `assets import-meshy` and
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  its `--profile prop|environment|vehicle|humanoid` values.
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- 4. Confirm the catalog was tried first (`aura3d-assets`) and its rejection
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+ 4. Confirm `assets resolve` was tried first (`aura3d-assets`) and its skip
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  reasons were reported. For the full upstream agent skill, review and pin a
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  revision of [meshy-3d-agent](https://github.com/meshy-dev/meshy-3d-agent)
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  before installing; do not copy its text here.
@@ -39,19 +43,26 @@ Start from the closest existing mesh and pick the smallest operation:
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  | Look is right, triangle count or topology fails the profile | `meshy remesh create --target-polycount N` |
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  | Textured humanoid, static, needs a skeleton | `meshy rigging create --height-meters M` |
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  | Rig succeeded, a named action is missing | `meshy animate create --rig-task-id <id> --action-id N` |
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- | Nothing usable exists | `meshy make "<prompt>"` or `meshy make ./ref.png` |
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+ | Nothing usable exists | `meshy make "<text prompt>"` (text prompts only; see Safety) |
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  | Only format or real-world size is wrong | `meshy convert` or `meshy resize` |
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  Reject instead of generating when the subject is a named real product,
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- brand, or person whose rights you cannot evidence; when rights evidence for
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+ brand, character or person, or a request to reproduce another game's or
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+ product's art from its screenshots or frames; when rights evidence for
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  the output cannot be recorded; when the user has not approved a maximum; or
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- when a catalog candidate already passes the rubric.
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+ when an open-source candidate already passes the rubric.
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  ## Procedure
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  1. Plan: `meshy make "<prompt>" --dry-run` and show the steps and estimate.
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  For single resources, read the create help and state the planned inputs.
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- 2. Get explicit approval for the maximum, then pass `--max-credits <approved>`.
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+ 2. Get an approved maximum, then pass `--max-credits <approved>` and reserve
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+ every paid call in the ledger first:
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+ `rid=$(aura3d meshy ledger reserve --game <tag> --op preview --cap <per-game> --global-cap <total>)`,
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+ then `aura3d meshy ledger settle --rid "$rid" --exit-code 0 --task-id <id>`.
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+ Credits per operation: preview 20, refine 10 (`make` = 30), remesh 5,
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+ rigging 5, animate 3, retexture 10. A rate-limited or timed-out call keeps
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+ counting until `ledger reconcile`.
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  3. Run, preferring `--async` when other work can proceed. Persist task IDs
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  and provider resume hints in ignored local state. Resume a completed
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  preview; never recreate paid work that succeeded.
@@ -62,27 +73,9 @@ when a catalog candidate already passes the rubric.
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  and `--image-style-url`, which exclude each other. Keep
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  `--enable-original-uv true` to preserve an admitted mesh's UVs, and keep
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  `--enable-pbr true` so normal, metallic, roughness, and emission maps exist.
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- 6. Profile traps, from the Aura3D admission budgets:
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-
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- | `--profile` | Max triangles | Min triangles | Max textures | Max texture px |
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- | --- | --- | --- | --- | --- |
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- | `prop` | 100,000 | none | 8 | 4096 |
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- | `vehicle` | 250,000 | 1,000 | 12 | 4096 |
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- | `humanoid` | 150,000 | 3,000 | 12 | 4096 |
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- | `environment` | 500,000 | none | 16 | 8192 |
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-
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- Meshy `--texture-resolution` defaults to `4k`; `8k` fails every profile
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- except `environment`. With `--enable-pbr` each map counts toward the
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- texture limit. Non-indexed geometry leaves the triangle check `unproven`.
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- Omitting `--profile` infers it from `--role` (`character` to humanoid,
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- `vehicle` to vehicle, `world`/`environment`/`track` to environment, else
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- prop). Remesh defaults to 30,000; about 10,000 rigs well. Raw Meshy exports
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- often contain `200,000–1,750,000` vertices and `20–65 MB` of uncompressed 4K
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- PNG textures, which stall main-thread glTF parsing and exhaust GPU memory
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- when multiple models share one scene look and lighting setup. Before
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- admission run `assets optimize --file in.glb --out out.glb --role prop` on
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- every generated GLB (role vertex budgets, textures `<= 1024–2048` px,
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- float32 geometry kept; see [asset-tooling](references/asset-tooling.md)).
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+ 6. Profile traps (budgets per `--profile`, `8k` textures, PBR map counts, raw export sizes,
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+ remesh targets): read the table in [asset-tooling](references/asset-tooling.md#profile-traps).
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+ Before admission run `assets optimize --file in.glb --out out.glb --role prop` on every generated GLB.
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  7. Admit the local output with rights evidence.
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88
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  ```bash
@@ -91,8 +84,9 @@ when a catalog candidate already passes the rubric.
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  --profile prop --role prop --thumbnail artifacts/meshy/arena-relic/thumbnail.png
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  ```
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- Use `--into <game-assets> --prefix <game> --name <role>` for isolated import
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- (default in the monorepo; no shared root manifests are written). Merge each
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+ In the Aura3D monorepo use `--into <game-assets> --prefix <game> --name <role>`
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+ (isolated import, the default there; shared root manifests are never written,
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+ so never run plain `import-meshy`, `validate` or `typegen` from the repo root). Merge each
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  `animate` clip into one rig with `assets merge-clips`, and reserve every paid
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  call with `meshy ledger`: see [asset-tooling](references/asset-tooling.md).
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  Use `--file` when the run has several GLBs. Import defaults to
@@ -121,11 +115,17 @@ when a catalog candidate already passes the rubric.
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115
 
122
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  ## Safety
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117
 
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- - Keep credentials out of arguments, prompts, logs, commits, and output. Use
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- OAuth locally (`meshy auth login`) or runtime `MESHY_API_KEY` injection in
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- authorized CI. Never use `auth login --with-key` with a pasted key.
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- - Send Meshy only intentional prompts and selected media, never repository
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- source or unrelated user data.
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+ - Keep credentials out of arguments, prompts, logs, commits, and output.
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+ The key comes from the runtime environment only: `MESHY_API_KEY`, plus
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+ `MESHY_BASE_URL_V1/V2` pointing at Kiro Prism for AuraOne agents. Never run
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+ `meshy auth login`, `auth login --with-key`, or any login, refresh or
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+ rotation script, never pass `--api-key`, and never call `api.meshy.ai`
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+ directly in a run that is meant to go through Prism.
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+ - Text prompts only, written in your own words as a generic description.
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+ Never image-to-3D from screenshots or frames of another game, product or
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+ character, and never name a third-party character, brand or title.
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+ - Send Meshy only intentional prompts, never repository source or unrelated
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+ user data.
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  - Propagate Meshy exit codes (3 auth, 4 validation, 6 rate limit, 8 timeout,
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  9 credits exhausted). Prism or agent-capacity failures are separate issues.
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@@ -144,6 +144,7 @@ when a catalog candidate already passes the rubric.
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  ## References
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145
 
146
146
  - [Boundaries](../aura3d-core/references/boundaries.md)
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+ - [Asset workflow (canonical, end to end)](https://github.com/auraoneai/aura3d/blob/main/docs/agents/asset-workflow.md)
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  - [Aura3D Meshy pipeline](https://github.com/auraoneai/aura3d/blob/main/docs/meshy-cli.md)
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  - [Admission budgets source](https://github.com/auraoneai/aura3d/blob/main/packages/aura3d-cli/src/meshy/admission.ts)
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  - [Meshy CLI](https://github.com/meshy-dev/meshy-cli)
@@ -70,3 +70,26 @@ charged. `settle --exit-code` records it as `unconfirmed`, which keeps counting
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  task with `meshy <resource> get <id>` instead of paying again, then
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  `meshy ledger reconcile --rid <id> --status ok` (or `failed`). Only a confirmed no-charge outcome (auth
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  exit 3, validation exit 4, credits exit 9, or a FAILED task) settles as `failed` and counts 0.
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+
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+ ## Profile traps
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+
76
+ | `--profile` | Max triangles | Min triangles | Max textures | Max texture px |
77
+ | --- | --- | --- | --- | --- |
78
+ | `prop` | 100,000 | none | 8 | 4096 |
79
+ | `vehicle` | 250,000 | 1,000 | 12 | 4096 |
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+ | `humanoid` | 150,000 | 3,000 | 12 | 4096 |
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+ | `environment` | 500,000 | none | 16 | 8192 |
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+
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+ Meshy `--texture-resolution` defaults to `4k`; `8k` fails every profile
84
+ except `environment`. With `--enable-pbr` each map counts toward the
85
+ texture limit. Non-indexed geometry leaves the triangle check `unproven`.
86
+ Omitting `--profile` infers it from `--role` (`character` to humanoid,
87
+ `vehicle` to vehicle, `world`/`environment`/`track` to environment, else
88
+ prop). Remesh defaults to 30,000; about 10,000 rigs well. Raw Meshy exports
89
+ often contain `200,000–1,750,000` vertices and `20–65 MB` of uncompressed 4K
90
+ PNG textures, which stall main-thread glTF parsing and exhaust GPU memory
91
+ when multiple models share one scene look and lighting setup. Before
92
+ admission run `assets optimize --file in.glb --out out.glb --role prop` on
93
+ every generated GLB (role vertex budgets, textures `<= 1024–2048` px,
94
+ float32 geometry kept; see [asset-tooling](asset-tooling.md)).
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+