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/importer

Configure asset import settings

From plugin
unity-skills
1.9k83 skills4 commands

Claude Code

$ npx -y skills add Besty0728/Unity-Skills --skill importer --agent claude-code

SKILL.md

importer.SKILL.md
name: unity-importer
description: Configure asset import settings

Unity Importer Skills

Change the import settings of textures, audio and models already in the project. Parameters come from the schema (`GET /skills/schema?category=Importer&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md). Extended helpers, field meanings and presets: [reference/import-reference.md](reference/import-reference.md).

When to use

  • Adjusting how textures, audio or models import
  • Setting texture compression or sprite modes
  • Applying per-platform overrides, or rig and animation clip splits

Rules

  • Batch first: use the `*_batch` setters when configuring 2 or more assets of one category.
  • Getters and finders run in every mode. Setters and reimports need a grant under Approval.
  • No skill here deletes or reloads the domain. Setting changes do not always apply in memory at once: call `asset_reimport` or `asset_reimport_batch` after changing importer-critical fields.
  • `compression` takes `Uncompressed`, `Compressed`, `CompressedHQ` or `CompressedLQ`; Inspector wording is accepted. Per-platform `compressionQuality` is a separate 0-100 integer.
  • `sprite_set_import_settings` forces `textureType` to `Sprite` for `Single`, `Multiple` and `Polygon`.
  • `animationType` `Human` is also accepted as `Humanoid`.

Pitfalls

  • Texture `format` values depend on the editor version: read `validValues` on a rejection.
  • Platform overrides apply only when `overridden` is enabled.
  • After `model_set_rig` or `model_set_animation_clips`, reimport so clips and avatar refresh.

Texture

| Skill | Use | Key parameters | |-------|-----|----------------| | `texture_get_settings` | Read importer settings | `assetPath` | | `texture_set_settings` | Set importer settings | `assetPath`, `textureType?`, `maxSize?`, `filterMode?`, `compression?`, `mipmapEnabled?`, `sRGB?`, `readable?`, `wrapMode?` | | `texture_set_settings_batch` | Batch texture settings | `items` | | `texture_get_import_settings` | Minimal importer settings | `assetPath` | | `texture_set_import_settings` | Alternative texture import bridge | texture fields | | `texture_find_assets` | Search Texture2D assets | `filter?`, `limit?` (50) | | `texture_get_info` | Dimensions, format and runtime memory | `assetPath` | | `texture_find_by_size` | Textures in a pixel range | `minSize?` (0), `maxSize?` (99999), `limit?` (50) | | `texture_set_type` | Switch texture type | `assetPath`, `textureType` | | `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` | PPU and sprite mode | `assetPath`, `pixelsPerUnit?`, `spriteMode?` | | `sprite_set_import_settings` | Sprite importer bridge (PPU, packing tag, pivot) | `assetPath`, `spriteMode?`, `pixelsPerUnit?`, `packingTag?`, `pivotX?`, `pivotY?` |

Audio

| Skill | Use | Key parameters | |-------|-----|----------------| | `audio_get_settings` | Read importer settings | `assetPath` | | `audio_set_settings` | Set importer settings | `assetPath`, `forceToMono?`, `loadInBackground?`, `loadType?`, `compressionFormat?`, `quality?` | | `audio_set_settings_batch` | Batch audio settings | `items` | | `audio_get_import_settings` | Minimal importer defaults | `assetPath` | | `audio_set_import_settings` | Alternative audio import bridge | audio fields | | `audio_find_clips` | Search AudioClip assets | `filter?`, `limit?` (50) | | `audio_get_clip_info` | Length, channels, frequency, samples | `assetPath` | | `audio_add_source` | Add an AudioSource to a GameObject | target, `clipPath?`, `playOnAwake?` (false), `loop?` (false), `volume?` (1) | | `audio_get_source_info` | AudioSource configuration | target | | `audio_set_source_properties` | Update AudioSource fields | target, `clipPath?`, `volume?`, `pitch?`, `loop?`, `playOnAwake?`, `mute?`, `spatialBlend?`, `priority?` | | `audio_find_sources_in_scene` | List AudioSources in the active scene | `limit?` (50) | | `audio_create_mixer` | Create an AudioMixer asset | `mixerName?` (`NewAudioMixer`), `folder?` (`Assets`) |

Model

| Skill | Use | Key parameters | |-------|-----|----------------| | `model_get_settings` | Read importer settings | `assetPath` | | `model_set_settings` | Set importer settings | `assetPath`, `globalScale?`, `meshCompression?`, `isReadable?`, `generateSecondaryUV?`, `animationType?`, `importAnimation?`, `importCameras?`, `importLights?`, `materialImportMode?` | | `model_set_settings_batch` | Batch model settings | `items` | | `model_get_import_settings` | Minimal importer defaults | `assetPath` | | `model_set_import_settings` | Alternative model import bridge | model fields | | `model_find_assets` | Search model assets | `filter?`, `limit?` (50) | | `model_get_mesh_info` | Vertex, triangle and submesh stats | target or `assetPath` | | `model_get_materials_info` | Sub-asset materials embedded in the model | `assetPath` | | `model_get_animations_info` | Animation clips and framerates | `assetPath` | | `model_get_rig_info` | Rig, avatar and skeleton binding | `assetPath` | | `model_set_animation_clips` | Split animation clips | `assetPath`, `clips` (JSON array of `{name, firstFrame, lastFrame, loop}`) | | `model_set_rig` | Switch rig mode | `assetPath`, `animationType` (`None`, `Legacy`, `Generic`, `Human`), `avatarSetup?` |

Reimport

| Skill | Use | |-------|-----| | `asset_reimport` | Reimport one asset | | `asset_reimport_batch` | Reimport assets matching a search scope |

**DO NOT** (common hallucinations):

  • `importer_import` does not exist: use `asset_import` (`asset` module).
  • `importer_set_format` does not exist: use the category setters.
  • `importer_get_settings` does not exist: use the category getters.
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@besty0728
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Questions about importer.

Which coding agents can use importer?
importer installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.