Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-importer명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
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SKILL.md 표시 중
| 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.
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.
Operating Mode (v1.9 three-tier):
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.RiskLevel="high" skills — nothing auto-classifies as forbidden. Importer mutations are reachable via grant in Approval mode.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 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 |
compressionvocabulary. Pass the CLR member names ofTextureImporterCompression—Uncompressed,Compressed,CompressedHQ,CompressedLQ— which are also what the getters echo back. The Inspector's wording is accepted as aliases:None→Uncompressed,NormalandNormalQuality→Compressed,LowQuality→CompressedLQ,HighQuality→CompressedHQ; spaces are stripped first, so"Low Quality"and"High Quality"also work.texture_set_settingsandtexture_set_import_settingsshare this one vocabulary — they used to disagree, so a value that works on one now works on the other. Per-platformcompressionQualityis a separate0-100integer, not this enum. Full field list → 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? |
spriteModeis the plainSpriteImportModevocabulary — all four members,Noneincluded. The two skills differ in what they do around it:sprite_set_import_settingsforcestextureTypetoSpriteforSingle/Multiple/Polygonand deliberately leaves the texture type alone forNone(a Sprite-typed texture with no sprite is unusable), and it echoes the resultingtextureTypeback.texture_set_sprite_settingsonly writes the mode and pixels-per-unit.
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) |
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/Human), avatarSetup? |
animationTyperig mode: the CLR enum member isHuman—Humanoidis the Inspector's label for it and is accepted as an alias, so either spelling works.model_get_rig_infoechoes the CLR name (Human) and also returnsisHuman.
Common model decisions:
animationType="Human" (or the Humanoid alias) 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 |
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 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.