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/importer

Configure asset import settings

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unity-skills
1.8k82 skills4 commands
Install
$ npx -y skills add Besty0728/Unity-Skills --skill importer --agent claude-code

How 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

SKILL.md

importer.SKILL.md
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.

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 |

> **`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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