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unity-importer
Use when users want to configure texture, audio, or model import settings.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when users want to configure texture, audio, or model import settings.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Use when working with a Unity project via MCP — creating or editing scenes, GameObjects, components, prefabs, materials, UI, lighting, navmesh, animations, terrain, C# scripts, or any other Unity Editor task.
Use when users want to run Unity tests or read test results.
Use when users want to enter play mode, select objects, undo/redo, or execute menu commands.
Use when creating, reading, editing, searching, validating, or deleting C# scripts in a Unity project.
Use when about to write or install a custom Editor script, add a [MenuItem], build a custom Editor window, or create a one-off Editor helper — to check whether a ready-to-paste template already exists in tooling/<domain>/ before reaching for Unity_CreateScript.
Use when users want to create Canvas, Button, Text, Image, or other UI elements.
| name | unity-importer |
| description | Use when users want to configure texture, audio, or model import settings. |
Use this module to change import settings for textures, audio, and models that already exist in the project. For bringing new files into the project use asset_import in the asset module.
Batch-first: Prefer the batch setters when configuring
2+assets of the same category.
DO NOT (common hallucinations):
importer_import does not exist → use asset_import in the asset module to bring files into the projectimporter_set_format does not exist → use the specific texture/audio/model settersimporter_get_settings does not exist → use the category-specific gettersRouting:
assettexture_*audio_*model_*texture_set_import_settings, audio_set_import_settings, model_set_import_settingsasset_reimport or asset_reimport_batchImport 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? |
Texture core fields:
| Field | Values |
|---|---|
textureType | Default, NormalMap, Sprite, EditorGUI, Cursor, Cookie, Lightmap, SingleChannel |
maxSize | 32–8192 |
filterMode | Point, Bilinear, Trilinear |
compression | None, LowQuality, NormalQuality, HighQuality |
wrapMode | Repeat, Clamp, Mirror, MirrorOnce |
Platform override fields: platform (Standalone/iPhone/Android/WebGL), maxSize, format, compressionQuality (0–100), overridden
Common texture decisions:
textureType="Sprite", usually mipmapEnabled=falsefilterMode="Point"readable=true only when necessarytexture_set_platform_settings over global texture_set_settingsImport 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) |
Audio core fields:
| Field | Values |
|---|---|
loadType | DecompressOnLoad, CompressedInMemory, Streaming |
compressionFormat | PCM, Vorbis, ADPCM |
quality | 0–100 integer (audio_set_import_settings bridge); mapped to 0.0–1.0 internally |
forceToMono | Convert to mono |
loadInBackground | Background load |
Practical presets:
| Asset type | Suggested settings |
|---|---|
| BGM | Streaming + Vorbis + medium quality |
| Short SFX | DecompressOnLoad |
| Large SFX bank | CompressedInMemory or mono where acceptable |
Common audio decisions:
loadType="Streaming"loadType="DecompressOnLoad"forceToMono=trueaudio_set_source_properties over manual component editsImport 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? |
Model core fields:
| Field | Values |
|---|---|
globalScale | Import scale factor |
meshCompression | Off, Low, Medium, High |
animationType | None, Legacy, Generic, Humanoid |
materialImportMode | model_set_settings string field for material import mode |
importMaterials | model_set_import_settings bridge: bool shorthand (true = import via material description, false = None) |
isReadable | CPU-readable mesh |
generateSecondaryUV | Generate lightmap UVs |
Practical presets:
| Asset type | Suggested settings |
|---|---|
| Humanoid character | animationType="Humanoid" |
| Static prop | disable cameras/lights/animation, compress mesh |
| Baked environment mesh | enable secondary UVs when needed |
Common model decisions:
animationType="Humanoid" when retargeting is requiredmodel_set_rig or model_set_animation_clips → call asset_reimport to refresh clips and avatarAfter 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 |
readable when runtime CPU access is necessary.Recipe path rule: ../../recipes/importer/<command>.md