addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Configure asset import settings
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill importer --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill importer -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill importer -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill importer -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill importer -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill importer -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill importer -a windsurf -y
name: unity-importer description: Configure asset import settings
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).
| 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?` |
| 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`) |
| 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?` |
| Skill | Use | |-------|-----| | `asset_reimport` | Reimport one asset | | `asset_reimport_batch` | Reimport assets matching a search scope |
**DO NOT** (common hallucinations):
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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)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.