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Unity Importer Skill for Cursor

Configure asset import settings — texture/audio/model importers, sprite settings, and per-platform overrides. Use when adjusting how assets import, setting texture compression or sprite modes, or applying per-platform import overrides, even if the user just says "导入设置" or "贴图压缩". 配置资源导入设置(texture/audio/model 导入器、sprite 设置、分平台覆盖);当用户要调整资源如何导入、设置贴图压缩或 sprite 模式、或应用分平台导入覆盖时使用。

4k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-importer

What comes with it

5 439 bytes besides the instruction
IMPORT_REFERENCE.md

The instruction itself

9 sections, as written by the author

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 |

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/Sprite/EditorGUI/Cursor/Cookie/Lightmap/SingleChannel) |

| 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 | Sprite-specific knobs (PPU, mode) | assetPath, pixelsPerUnit?, spriteMode? (Single/Multiple/Polygon) |

| sprite_set_import_settings | Sprite importer bridge (PPU, packingTag, pivot) | assetPath, spriteMode?, pixelsPerUnit?, packingTag?, pivotX?, pivotY? |

Common texture decisions:

  • UI sprites -> textureType="Sprite", usually mipmapEnabled=false
  • Pixel art -> filterMode="Point"
  • Runtime CPU reads -> readable=true only when necessary
  • Platform-tuned builds -> prefer texture_set_platform_settings over global texture_set_settings

Audio Route

Import settings:

| Skill | Use | Key parameters |

|-------|-----|----------------|

| audio_get_settings | Read audio importer settings | assetPath |

| audio_set_settings | Set audio importer settings | assetPath, forceToMono?, loadInBackground?, loadType?, compressionFormat?, quality? |

| audio_set_settings_batch | Batch audio settings | items |

| audio_get_import_settings | Read minimal importer defaults (loadType/format/quality/forceToMono/loadInBackground) | assetPath |

| audio_set_import_settings | Alternative audio import bridge | similar audio fields |

Clip query and info:

| Skill | Use | Key parameters |

|-------|-----|----------------|

| audio_find_clips | Search AudioClip assets by filter | filter?, limit? (default 50) |

| audio_get_clip_info | Inspect length/channels/frequency/samples of a clip | assetPath |

Scene runtime (AudioSource / AudioMixer):

| Skill | Use | Key parameters |

|-------|-----|----------------|

| audio_add_source | Add an AudioSource to a GameObject | target (name/instanceId/path), clipPath?, playOnAwake? (false), loop? (false), volume? (1) |

| audio_get_source_info | Read the 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 all AudioSources in the active scene | limit? (default 50) |

| audio_create_mixer | Create a new AudioMixer asset | mixerName? (default NewAudioMixer), folder? (default Assets) |

Common audio decisions:

  • Long BGM -> loadType="Streaming"
  • Short SFX -> loadType="DecompressOnLoad"
  • Memory-sensitive SFX libraries -> consider forceToMono=true
  • Scene-side AudioSource tuning -> prefer audio_set_source_properties over manual component edits

Model Route

Import settings:

| Skill | Use | Key parameters |

|-------|-----|----------------|

| model_get_settings | Read model importer settings | assetPath |

| model_set_settings | Set model importer settings | assetPath, globalScale?, meshCompression?, isReadable?, generateSecondaryUV?, animationType?, importAnimation?, importCameras?, importLights?, materialImportMode? |

| model_set_settings_batch | Batch model settings | items |

| model_get_import_settings | Read minimal importer defaults (scale/compression/animationType/importAnimation/materialImportMode) | assetPath |

| model_set_import_settings | Alternative model import bridge | similar model fields |

Query and info:

| Skill | Use | Key parameters |

|-------|-----|----------------|

| model_find_assets | Search model assets by filter | filter?, limit? (default 50) |

| model_get_mesh_info | Mesh vertex / triangle / submesh stats | target (name/instanceId/path) or assetPath |

| model_get_materials_info | Inspect sub-asset materials embedded in the model | assetPath |

| model_get_animations_info | List animation clips and framerates on the model | assetPath |

| model_get_rig_info | Read animationType, avatar, skeleton binding info | assetPath |

Animation and rig:

| Skill | Use | Key parameters |

|-------|-----|----------------|

| model_set_animation_clips | Configure animation clip splits | assetPath, clips (JSON array of {name, firstFrame, lastFrame, loop}) |

| model_set_rig | Switch rig/skeleton mode | assetPath, animationType (None/Legacy/Generic/Humanoid), avatarSetup? |

Common model decisions:

  • Characters -> animationType="Humanoid" when retargeting is required
  • Static props -> disable cameras/lights/animation imports when unused
  • Baked-lighting meshes -> enable secondary UVs when appropriate
  • After model_set_rig or model_set_animation_clips -> call asset_reimport to refresh clips and avatar

Reimport Rule

After importer changes, use reimport when you need Unity to fully refresh the asset:

| Skill | Use |

|-------|-----|

| asset_reimport | Reimport one asset |

| asset_reimport_batch | Reimport assets matching a search scope |

Minimal Example

import unity_skills

unity_skills.call_skill("texture_set_settings_batch", items=[
    {"assetPath": "Assets/UI/icon_play.png", "textureType": "Sprite", "mipmapEnabled": False},
    {"assetPath": "Assets/UI/icon_pause.png", "textureType": "Sprite", "mipmapEnabled": False}
])

unity_skills.call_skill("audio_set_settings",
    assetPath="Assets/Audio/bgm.mp3",
    loadType="Streaming",
    compressionFormat="Vorbis",
    quality=0.7
)

unity_skills.call_skill("asset_reimport", assetPath="Assets/Audio/bgm.mp3")

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Load IMPORT_REFERENCE.md for extended asset search/query helpers, platform overrides, rig/animation details, and importer-side best practices.

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How to use it

Copy the folder

Take besty0728/unity-importer from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.