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/sprite-editor

Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.

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From plugin
unity-technologies-skills
1.1k34 skills
Install
$ npx -y skills add unity-technologies/skills --skill sprite-editor --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/sprite-editor

Context preview

The summary Claude sees to decide when to auto-load this skill.

Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.

SKILL.md

sprite-editor.SKILL.md
name: sprite-editor
description: Edits Unity sprite rectangles, borders, pivots, outlines, and slicing by generating C# scripts. Use when the user works with sprite sheets or sprite slicing.
modes: [agent, ask]

Sprite Editor

Sprite metadata (rects, borders, pivots, outlines) lives inside the importer, not in a file you can edit — reaching it means running C# through a live Editor.

**The `unity-cli` skill owns getting you there** — installing the CLI, confirming a connected Editor, adding the project's `com.unity.pipeline` package, telling a genuinely absent Editor apart from one stuck in Safe Mode, and discovering the Editor's command catalog. Follow it first; don't re-derive any of it here.

Two things it can't know for you:

  • **You need `eval` in particular**, not just a reachable Editor. Confirm it appears in the

catalog — its presence depends on the Pipeline package version, not on the CLI.

  • **Never hand-edit a `.meta` file to change sprite metadata.** The importer owns that data

and the capability checks below exist to prevent corruption, so an unreachable Editor is a stop, not a cue to improvise.

Run C# through the connected Editor with the `eval` command. Discover its parameter shape from `unity command --format json` rather than assuming one — the inline form is `unity command eval --code '<snippet>'`, and some Pipeline versions also register `eval_file` for running a snippet from a file. **Check the catalog before reaching for `eval_file`; it is frequently absent.** `unity command` defaults to a 30 second timeout.

Generates C# editor scripts to manipulate Unity sprites using ISpriteEditorDataProvider. Works with TextureImporter, PSBImporter, and custom importers.

Passing C# to `eval`

`eval` compiles a **statement block, not a file**. Two consequences, both of which cause a compile error rather than a warning:

  • **No `using` directives.** The compiler reads `using UnityEngine;` as a resource-disposal

statement and rejects it (`CS0210`).

  • **Types must be fully qualified.** A bare `AssetDatabase` or `Volume` does not resolve

(`CS0246` / `CS0103`), and a bare `Object` is ambiguous with `object` (`CS0104`).

Where a snippet below is written as a file — with usings, for readability, or because it is meant to be saved into the project — qualify the types before passing it to `eval`.

Workflow

All generated scripts must follow the Safe Core Pattern in [references/templates.md](references/templates.md), which includes MANDATORY capability checks. NEVER attempt operations if capability checks fail - this prevents data corruption. After execution, verify results in Unity console and Project window.

Common Operations

**Modify Name/Rect/Border/Pivot:** Update corresponding `SpriteRect` fields (see scripts/SetPivotExample.cs for pivot examples)

  • Requires: `EditSpriteName`, `EditSpriteRect`, `EditBorder`, or `EditPivot`

**Add/Remove/Slice:** Create or filter `SpriteRect` array (see [references/background.md](references/background.md) for Unity 2021.2+ requirements)

  • Requires: `CreateAndDeleteSprite`

**Set Outlines:** Get `ISpriteOutlineDataProvider` → Call `SetOutlines()` with GUID + Vector2 arrays

Important Notes

  • Do NOT use AssetPostprocessor or MenuItem patterns
  • Generate standalone snippets only — no `AssetPostprocessor`, no `MenuItem`
  • **Enum assignments:** Always use enum values and cast to numeric types. Never use raw numbers.
  • ✅ Correct: `(int)SpriteAlignment.Center`
  • ❌ Wrong: `1` (magic number)
Read more
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A collection of reusable AI agent skills for Unity workflows. Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and 50+ other agents.

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