← Back to Keiko
AgentKeiko

Skill · Version 1.0.0

libGDX asset ownership

Clarifies which screen owns each texture, sound and native resource. It keeps shared assets alive while needed and accounts for mobile activity recreation, avoiding stale references and repeated disposal.

libgdx-assets-native-memory

See how it helps

When is it useful?

Use it when scene changes or Android recreation cause missing textures, double disposal or growing native memory.

What does it help you do?

  • Distinguishes AssetManager assets from manually owned Disposable resources.
  • Tracks shared load counts and graphics-thread requirements.
  • Handles Android activity recreation without stale static resources.

Try asking this

Our RPG shares a character atlas between the map and equipment screen. Open and close equipment repeatedly, then simulate Android activity recreation. Check shared assets reload through their owner, manually created resources are released once and no old static reference points to disposed graphics.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

libGDX — assets native memory

Use when loading libGDX assets or diagnosing native/GPU memory growth.

Version and project gate

Inspect Gradle wrapper and modules, libGDX/backend versions, Java toolchain, ApplicationListener/Game/Screen structure, AssetManager ownership, viewport policy, native libraries and supported desktop/mobile/web targets. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Use the project’s AssetManager ownership consistently and distinguish managed assets from manually created Disposable resources. Track load/unload reference counts. Keep graphics object creation on the required thread. Avoid static resource ownership that survives an Android activity unexpectedly.

Deliver

An asset ownership inventory and loading/unloading path with explicit failure behavior. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Do not dispose an AssetManager-owned object behind the manager or assume a Java reference count reflects GPU lifetime.

Acceptance scenario

Load shared textures in two screens, unload one owner and recreate the activity/screen without invalidating the other owner. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Keiko. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md