addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Configure asset import settings
$ 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.
/importerContext preview
The summary Claude sees to decide when to auto-load this skill.
Configure asset import settings
name: unity-importer description: Configure asset import settings
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
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.
**Operating Mode** (v1.9 three-tier):
**DO NOT** (common hallucinations):
**Routing**:
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 |
> **`compression` vocabulary.** Pass the CLR member names of `TextureImporterCompression` — `Uncompressed`, `Compressed`, `CompressedHQ`, `CompressedLQ` — which are also what the getters echo back. The Inspector's wording is accepted as aliases: `None` → `Uncompressed`, `Normal` and `NormalQuality` → `Compressed`, `LowQuality` → `CompressedLQ`, `HighQuality` → `CompressedHQ`; spaces are stripped first, so `"Low Quality"` and `"High Quality"` also work. `texture_set_settings` and `texture_set_import_settings` share this one vocabulary — they used to disagree, so a value that works on one now works on the other. Per-platform `compressionQuality` is a separate `0-100` integer, not this enum. Full field list → [IMPORT_REFERENCE.md](IMPORT_REFERENCE.md).
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`/`GUI`/`Sprite`/`Cursor`/`Cookie`/`Lightmap`/`SingleChannel`/`Shadowmask`/`DirectionalLightmap`; `EditorGUI` aliases `GUI`, and Inspector labels like `"Normal Map"` work as-is) | | `texture_set_platform_settings` | Override per-platform settings | `assetPath`, `platform` (`Standalone`/`iPhone`/`Android`/`WebGL`), `maxSize?`, `format?` (accepted set is editor-version dependent — take it from `validValues` on a rejection), `compressionQuality?`, `overridden?` | | `texture_get_platform_settings` | Read per-platform override | `assetPath`, `platform` | | `texture_set_sprite_settings` | Sprite-specific knobs (PPU, mode) | `assetPath`, `pixelsPerUnit?`, `spriteMode?` (`None`/`Single`/`Multiple`/`Polygon`) | | `sprite_set_import_settings` | Sprite importer bridge (PPU, packingTag, pivot) | `assetPath`, `spriteMode?` (same four values), `pixelsPerUnit?`, `packingTag?`, `pivotX?`, `pivotY?` |
> **`spriteMode` is the plain `SpriteImportMode` vocabulary — all four members, `None` included.** The two skills differ in what they do around it: `sprite_set_import_settings` forces `textureType` to `Sprite` for `Single`/`Multiple`/`Polygon` and deliberately leaves the texture type alone for `None` (a Sprite-typed texture with no sprite is unusable), and it echoes the resulting `textureType` back. `texture
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)