/importer
Configure asset import settings. 配置资源导入设置。
$ npx -y skills add Besty0728/Unity-Skills --skill importer --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/importer
Context preview
The summary Claude sees to decide when to auto-load this skill.
Configure asset import settings. 配置资源导入设置。
SKILL.md
importer.SKILL.mdname: unity-importer
description: Configure asset import settings. 配置资源导入设置。
Triggers
- Adjusting how assets import
- Setting texture compression or sprite modes
- Applying per-platform overrides
- 调整资源导入方式、设置贴图压缩或 Sprite 模式、应用分平台覆盖
Unity Importer Skills
Use this module to change import **settings** for textures, audio, and models that already exist in the project.
> **Batch-first**: Prefer the batch setters when configuring `2+` assets of the same category.
Guardrails
**Operating Mode** (v1.9 three-tier):
- **Approval** (default): query/getter skills (`texture_get_settings`, `texture_get_info`, `texture_find_assets`, `texture_find_by_size`, `texture_get_platform_settings`, `texture_get_import_settings`, `audio_get_settings`, `audio_get_clip_info`, `audio_find_clips`, `audio_find_sources_in_scene`, `audio_get_source_info`, `audio_get_import_settings`, `model_get_settings`, `model_find_assets`, `model_get_mesh_info`, `model_get_materials_info`, `model_get_animations_info`, `model_get_rig_info`, `model_get_import_settings`, `asset_get_labels`) run directly. Setters / reimport are FullAuto — on `MODE_RESTRICTED`, run the grant protocol.
- **Auto** / **Bypass**: SemiAuto and FullAuto run directly.
- This module contains **no** Delete / PlayMode / Reload / `RiskLevel="high"` skills — nothing auto-classifies as forbidden. Importer mutations are reachable via grant in Approval mode.
- Setting changes do not always apply in memory immediately; call `asset_reimport` / `asset_reimport_batch` when Unity needs to fully refresh the asset.
**DO NOT** (common hallucinations):
- `importer_import` does not exist -> use `asset_import` in the `asset` module to bring files into the project
- `importer_set_format` does not exist -> use the specific texture/audio/model setters
- `importer_get_settings` does not exist -> use the category-specific getters
- Settings changes do not always apply instantly in memory. Reimport may still be required
**Routing**:
- File import or refresh -> `asset`
- Texture settings -> `texture_*`
- Audio settings -> `audio_*`
- Model settings -> `model_*`
- Alternative importer bridge skills -> `texture_set_import_settings`, `audio_set_import_settings`, `model_set_import_settings`
- Force importer refresh -> `asset_reimport` or `asset_reimport_batch`
Skills
Texture Route
Import settings:
| Skill | Use | Key parameters | |-------|-----|----------------| | `texture_get_settings` | Read texture importer settings | `assetPath` | | `texture_set_settings` | Set texture importer settings | `assetPath`, `textureType?`, `maxSize?`, `filterMode?`, `compression?`, `mipmapEnabled?`, `sRGB?`, `readable?`, `wrapMode?` | | `texture_set_settings_batch` | Batch texture settings | `items` | | `texture_get_import_settings` | Read minimal importer settings (type/maxSize/compression/filter/srgb/readable/mipmap) | `assetPath` | | `texture_set_import_settings` | Alternative texture import bridge | similar texture fields |
Query and runtime info:
| Skill | Use | Key parameters | |-------|-----|----------------| | `texture_find_assets` | Search Texture2D assets by AssetDatabase filter | `filter?`, `limit?` (default 50) | | `texture_get_info` | Inspect dimensions, format, and runtime memory size | `assetPath` | | `texture_find_by_size` | Find textures in a dimension range (pixels) | `minSize?` (0), `maxSize?` (99999), `limit?` (50) |
Typed / platform overrides:
| Skill | Use | Key parameters | |-------|-----|----------------| | `texture_set_type` | Switch texture type | `assetPath`, `textureType` (`Default`/`NormalMap`/`Sprite`/`EditorGUI`/`Cursor`/`Cookie`/`Lightmap`/`SingleChannel`) | | `texture_set_platform_settings` | Override per-platform settings | `assetPath`, `platform` (`Standalone`/`iPhone`/`Android`/`WebGL`), `maxSize?`, `format?`, `compressionQuality?`, `overridden?` | | `texture_get_platform_settings` | Read per-platform override | `assetPath`, `platform` | | `texture_set_sprite_settings` | Sprite-specific knobs (PPU, mode) | `assetPath`, `pixelsPerUnit?`, `spriteMode?` (`Single`/`Multiple`/`Polygon`) | | `sprite_set_import_settings` | Sprite importer bridge (PPU, packingTag, pivot) | `assetPath`, `spriteMode?`, `pixelsPerUnit?`, `packingTag?`, `pivotX?`, `pivotY?` |
Common texture decisions:
- UI sprites -> `textureType="Sprite"`, usually `mipmapEnabled=false`
- Pixel art -> `filterMode="Point"`
- Runtime CPU reads -> `readable=true` only when necessary
- Platform-tuned builds -> prefer `texture_set_platform_settings` over global `texture_set_settings`
Audio Route
Import settings:
| Skill | Use | Key parameters | |-------|-----|----------------| | `audio_get_settings` | Read audio importer settings | `assetPath` | | `audio_set_settings` | Set audio importer settings | `assetPath`, `forceToMono?`, `loadInBackground?`, `loadType?`, `compressionFormat?`, `quality?` | | `audio_set_settings_batch` | Batch audio settings | `items` | | `audio_get_import_settings` | Read minimal importer defaults (loadType/format/quality/forceToMono/loadInBackground) | `assetPath` | | `audio_set_import_settings` | Alternative audio import bridge | similar audio fields |
Clip query and info:
| Skill | Use | Key parameters | |-------|-----|----------------| | `audio_find_clips` | Search `AudioClip` assets by filter | `filter?`, `limit?` (default 50) | | `audio_get_clip_info` | Inspect length/channels/frequency/samples of a clip | `assetPath` |
Scene runtime (`AudioSource` / `AudioMixer`):
| Skill | Use | Key parameters | |-------|-----|----------------| | `audio_add_source` | Add an `AudioSource` to a GameObject | target (`name`/`instanceId`/`path`), `clipPath?`, `playOnAwake?` (false), `loop?` (false), `volume?` (1) | | `audio_get_source_info` | Read the AudioSource configuration | target | | `audio_set_source_properties` | Update AudioSource fields | target, `clipPath?`, `volume?`, `pitch?`, `loop?`, `playOnAwake?`, `mute?`, `spatialBlend?`, `priority?` | | `audio_fin
Read more
name: unity-importer description: Configure asset import settings. 配置资源导入设置。
Triggers
- Adjusting how assets import
- Setting texture compression or sprite modes
- Applying per-platform overrides
- 调整资源导入方式、设置贴图压缩或 Sprite 模式、应用分平台覆盖
Unity Importer Skills
Use this module to change import **settings** for textures, audio, and models that already exist in the project.
> **Batch-first**: Prefer the batch setters when configuring `2+` assets of the same category.
Guardrails
**Operating Mode** (v1.9 three-tier):
- **Approval** (default): query/getter skills (`texture_get_settings`, `texture_get_info`, `texture_find_assets`, `texture_find_by_size`, `texture_get_platform_settings`, `texture_get_import_settings`, `audio_get_settings`, `audio_get_clip_info`, `audio_find_clips`, `audio_find_sources_in_scene`, `audio_get_source_info`, `audio_get_import_settings`, `model_get_settings`, `model_find_assets`, `model_get_mesh_info`, `model_get_materials_info`, `model_get_animations_info`, `model_get_rig_info`, `model_get_import_settings`, `asset_get_labels`) run directly. Setters / reimport are FullAuto — on `MODE_RESTRICTED`, run the grant protocol.
- **Auto** / **Bypass**: SemiAuto and FullAuto run directly.
- This module contains **no** Delete / PlayMode / Reload / `RiskLevel="high"` skills — nothing auto-classifies as forbidden. Importer mutations are reachable via grant in Approval mode.
- Setting changes do not always apply in memory immediately; call `asset_reimport` / `asset_reimport_batch` when Unity needs to fully refresh the asset.
**DO NOT** (common hallucinations):
- `importer_import` does not exist -> use `asset_import` in the `asset` module to bring files into the project
- `importer_set_format` does not exist -> use the specific texture/audio/model setters
- `importer_get_settings` does not exist -> use the category-specific getters
- Settings changes do not always apply instantly in memory. Reimport may still be required
**Routing**:
- File import or refresh -> `asset`
- Texture settings -> `texture_*`
- Audio settings -> `audio_*`
- Model settings -> `model_*`
- Alternative importer bridge skills -> `texture_set_import_settings`, `audio_set_import_settings`, `model_set_import_settings`
- Force importer refresh -> `asset_reimport` or `asset_reimport_batch`
Skills
Texture Route
Import settings:
| Skill | Use | Key parameters | |-------|-----|----------------| | `texture_get_settings` | Read texture importer settings | `assetPath` | | `texture_set_settings` | Set texture importer settings | `assetPath`, `textureType?`, `maxSize?`, `filterMode?`, `compression?`, `mipmapEnabled?`, `sRGB?`, `readable?`, `wrapMode?` | | `texture_set_settings_batch` | Batch texture settings | `items` | | `texture_get_import_settings` | Read minimal importer settings (type/maxSize/compression/filter/srgb/readable/mipmap) | `assetPath` | | `texture_set_import_settings` | Alternative texture import bridge | similar texture fields |
Query and runtime info:
| Skill | Use | Key parameters | |-------|-----|----------------| | `texture_find_assets` | Search Texture2D assets by AssetDatabase filter | `filter?`, `limit?` (default 50) | | `texture_get_info` | Inspect dimensions, format, and runtime memory size | `assetPath` | | `texture_find_by_size` | Find textures in a dimension range (pixels) | `minSize?` (0), `maxSize?` (99999), `limit?` (50) |
Typed / platform overrides:
| Skill | Use | Key parameters | |-------|-----|----------------| | `texture_set_type` | Switch texture type | `assetPath`, `textureType` (`Default`/`NormalMap`/`Sprite`/`EditorGUI`/`Cursor`/`Cookie`/`Lightmap`/`SingleChannel`) | | `texture_set_platform_settings` | Override per-platform settings | `assetPath`, `platform` (`Standalone`/`iPhone`/`Android`/`WebGL`), `maxSize?`, `format?`, `compressionQuality?`, `overridden?` | | `texture_get_platform_settings` | Read per-platform override | `assetPath`, `platform` | | `texture_set_sprite_settings` | Sprite-specific knobs (PPU, mode) | `assetPath`, `pixelsPerUnit?`, `spriteMode?` (`Single`/`Multiple`/`Polygon`) | | `sprite_set_import_settings` | Sprite importer bridge (PPU, packingTag, pivot) | `assetPath`, `spriteMode?`, `pixelsPerUnit?`, `packingTag?`, `pivotX?`, `pivotY?` |
Common texture decisions:
- UI sprites -> `textureType="Sprite"`, usually `mipmapEnabled=false`
- Pixel art -> `filterMode="Point"`
- Runtime CPU reads -> `readable=true` only when necessary
- Platform-tuned builds -> prefer `texture_set_platform_settings` over global `texture_set_settings`
Audio Route
Import settings:
| Skill | Use | Key parameters | |-------|-----|----------------| | `audio_get_settings` | Read audio importer settings | `assetPath` | | `audio_set_settings` | Set audio importer settings | `assetPath`, `forceToMono?`, `loadInBackground?`, `loadType?`, `compressionFormat?`, `quality?` | | `audio_set_settings_batch` | Batch audio settings | `items` | | `audio_get_import_settings` | Read minimal importer defaults (loadType/format/quality/forceToMono/loadInBackground) | `assetPath` | | `audio_set_import_settings` | Alternative audio import bridge | similar audio fields |
Clip query and info:
| Skill | Use | Key parameters | |-------|-----|----------------| | `audio_find_clips` | Search `AudioClip` assets by filter | `filter?`, `limit?` (default 50) | | `audio_get_clip_info` | Inspect length/channels/frequency/samples of a clip | `assetPath` |
Scene runtime (`AudioSource` / `AudioMixer`):
| Skill | Use | Key parameters | |-------|-----|----------------| | `audio_add_source` | Add an `AudioSource` to a GameObject | target (`name`/`instanceId`/`path`), `clipPath?`, `playOnAwake?` (false), `loop?` (false), `volume?` (1) | | `audio_get_source_info` | Read the AudioSource configuration | target | | `audio_set_source_properties` | Update AudioSource fields | target, `clipPath?`, `volume?`, `pitch?`, `loop?`, `playOnAwake?`, `mute?`, `spatialBlend?`, `priority?` | | `audio_fin
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