| name | unity-asset-generation |
| description | Generate, convert, and prepare Unity assets through Unity MCP asset-generation tools. MUST use for Unity asset creation requests: sprites, sprite sheets, images, icons, placeholder art, materials, terrain layers, meshes, sounds, humanoid animations, animation clips, animator controllers, model texturing, retopology, rigging, or converting existing textures into Unity-ready assets. Distinguishes generative tools from non-generative conversion tools and validates generated assets in the Unity project. Do not use for writing runtime gameplay code, custom editor tools, UI Toolkit screens, or performance profiling. |
| metadata | {"author":"kuozg","version":"1.0"} |
unity-asset-generation
Create Unity-ready assets with Unity MCP tools, then validate existence, import, and usability.
Escalate Instead Of This Skill
- unity-code — gameplay logic, asset loaders, runtime systems
- unity-editor — custom inspectors, windows, importers, menu tools
- unity-uitoolkit — runtime UI screens (not generated art)
- unity-profiler / unity-optimize — performance analysis
Step 1 — Collect Inputs
Asset type · purpose (placeholder/production/UI/gameplay) · text prompt or source asset path · save path under Assets/ · naming (PascalCase, type-based folders e.g. Assets/Art/Sprites/) · overwrite policy (never overwrite unless user explicitly requests).
Default folder when path missing: Assets/Generated/<AssetType>/.
Step 2 — Choose Tool
Generative (AssetGeneration_GenerateAsset)
| Command | Use for |
|---|
GenerateSprite | transparent sprites, icons, items |
GenerateImage | backgrounds, portraits, concept art |
GenerateSpritesheet | multi-frame sprite sheets |
RemoveSpriteBackground / RemoveImageBackground | transparent output |
UpscaleSprite / UpscaleImage | higher resolution |
RecolorSprite / RecolorImage | palette adjustments |
EditSpriteWithPrompt / EditImageWithPrompt | prompt-driven edits |
GenerateMaterial | texture-backed material |
AddPbrToMaterial | add PBR maps to generated material |
GenerateTerrainLayer | terrain surfaces |
GenerateMesh | 3D props, characters, environments |
RetopologyMesh · TextureMesh · RigMesh | post-generation mesh ops |
GenerateSound | SFX, ambience, loops |
GenerateHumanoidAnimation | humanoid motion clips |
GenerateCubemap / UpscaleCubemap | skyboxes |
Non-Generative (Conversion)
| Tool | Use for | Required Source |
|---|
AssetGeneration_ConvertToMaterial | .mat from Texture2D/Cubemap | referenceImagePath |
AssetGeneration_ConvertToTerrainLayer | .terrainlayer from Texture2D | referenceImagePath |
AssetGeneration_ConvertSpriteSheetToAnimationClip | .anim from sprite sheet | referenceImagePath |
AssetGeneration_CreateAnimatorController | .controller from existing clip | animationClipPath |
AssetGeneration_EditAnimationClip | trim/loop humanoid clips | inputAnimationClipPath |
AudioClip_Edit | trim silence/range, volume, loop | inputAudioClipPath |
ImportExternalModel | import FBX + texture, save prefab | FbxUrl, Name |
Do not describe conversion tools as generative — they transform existing assets.
Step 3 — Execute Safely
- Confirm
savePath under Assets/, doesn't already exist (unless replacement requested)
- Use specific prompt: style, subject, view, transparency, tileability, loopability
- Generate independent assets in parallel only when no dependencies
- For sprites/icons → prefer transparent; if not produced, run background removal after
- For meshes → inspect path, scale, material before placing in scenes
- For sounds → trim silence before seamless loops
- For animations → make stationary or trim to best loop for idle/walk/run
Step 4 — Validate
- Asset existence:
ManageAsset(GetInfo) or project search
- Import status: Unity console for errors
- Type match: Material, TerrainLayer, AudioClip, AnimationClip, AnimatorController, Prefab, Texture2D
- Reference check: source texture/clip assigned for converted assets
- Console check: read errors/warnings before claiming completion
If validation fails → one targeted correction at a time (adjust prompt, path, dimensions, or command).
Handoff
- Assets created (path + type) · Tools used (generative vs conversion) · Validation result · Follow-up recommendations
Standards
read_skill_file("unity-standards", "references/<path>"):
other/unity-mcp-routing-matrix.md · code-standards/architecture-systems.md · optimization/memory-settings.md