"Asset import settings. Use when users want to configure texture, audio, or model import settings. Triggers: import settings, texture settings, audio settings, model settings, compression, max size, 导入设置, 纹理设置, Unity压缩."
Install
npx skillscat add besty0728/unity-skills/unity-importer Install via the SkillsCat registry.
Unity Importer Skills
BATCH-FIRST: Use
*_batchskills when configuring 2+ assets.
Skills Overview
| Single Object | Batch Version | Use Batch When |
|---|---|---|
texture_set_settings |
texture_set_settings_batch |
Configuring 2+ textures |
audio_set_settings |
audio_set_settings_batch |
Configuring 2+ audio files |
model_set_settings |
model_set_settings_batch |
Configuring 2+ models |
Alternative Skills:
texture_set_import_settings- Set texture import settings (alternative API)model_set_import_settings- Set model import settings (alternative API)
Query Skills (no batch needed):
texture_get_settings- Get texture import settingsaudio_get_settings- Get audio import settingsmodel_get_settings- Get model import settings
Texture Skills
texture_get_settings
Get texture import settings.
texture_set_settings
Set texture import settings.
texture_set_settings_batch
Set texture import settings for multiple textures.
texture_set_import_settings
Set texture import settings (alternative API).
| Parameter | Type | Description |
|---|---|---|
assetPath |
string | Path like Assets/Textures/icon.png |
textureType |
string | Default, NormalMap, Sprite, EditorGUI, Cursor, Cookie, Lightmap, SingleChannel |
maxSize |
int | 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192 |
filterMode |
string | Point, Bilinear, Trilinear |
compression |
string | None, LowQuality, Normal, HighQuality |
mipmapEnabled |
bool | Generate mipmaps |
sRGB |
bool | sRGB color space |
readable |
bool | CPU readable (for GetPixel) |
spritePixelsPerUnit |
float | Pixels per unit for Sprite type |
wrapMode |
string | Repeat, Clamp, Mirror, MirrorOnce |
# Single - convert to sprite
unity_skills.call_skill("texture_set_settings",
assetPath="Assets/Textures/ui_button.png",
textureType="Sprite",
spritePixelsPerUnit=100,
filterMode="Bilinear"
)
# Batch - convert multiple to sprites
unity_skills.call_skill("texture_set_settings_batch", items=[
{"assetPath": "Assets/Textures/icon1.png", "textureType": "Sprite"},
{"assetPath": "Assets/Textures/icon2.png", "textureType": "Sprite"},
{"assetPath": "Assets/Textures/icon3.png", "textureType": "Sprite"}
])Audio Skills
audio_get_settings
Get audio import settings.
audio_set_settings
Set audio import settings.
audio_set_settings_batch
Set audio import settings for multiple audio files.
| Parameter | Type | Description |
|---|---|---|
assetPath |
string | Path like Assets/Audio/bgm.mp3 |
forceToMono |
bool | Force to mono channel |
loadInBackground |
bool | Load in background thread |
preloadAudioData |
bool | Preload on scene load |
loadType |
string | DecompressOnLoad, CompressedInMemory, Streaming |
compressionFormat |
string | PCM, Vorbis, ADPCM |
quality |
float | 0.0 ~ 1.0 (Vorbis quality) |
# BGM - use streaming for memory efficiency
unity_skills.call_skill("audio_set_settings",
assetPath="Assets/Audio/bgm.mp3",
loadType="Streaming",
compressionFormat="Vorbis",
quality=0.7
)
# SFX - decompress for low latency
unity_skills.call_skill("audio_set_settings",
assetPath="Assets/Audio/sfx_hit.wav",
loadType="DecompressOnLoad",
forceToMono=True
)
# Batch
unity_skills.call_skill("audio_set_settings_batch", items=[
{"assetPath": "Assets/Audio/sfx1.wav", "loadType": "DecompressOnLoad"},
{"assetPath": "Assets/Audio/sfx2.wav", "loadType": "DecompressOnLoad"}
])Model Skills
model_get_settings
Get model import settings.
model_set_settings
Set model import settings.
model_set_settings_batch
Set model import settings for multiple models.
model_set_import_settings
Set model import settings (alternative API).
| Parameter | Type | Description |
|---|---|---|
assetPath |
string | Path like Assets/Models/char.fbx |
globalScale |
float | Import scale factor |
meshCompression |
string | Off, Low, Medium, High |
isReadable |
bool | CPU readable mesh data |
generateSecondaryUV |
bool | Generate lightmap UVs |
importBlendShapes |
bool | Import blend shapes |
importCameras |
bool | Import cameras |
importLights |
bool | Import lights |
animationType |
string | None, Legacy, Generic, Humanoid |
importAnimation |
bool | Import animations |
materialImportMode |
string | None, ImportViaMaterialDescription, ImportStandard |
# Character with humanoid animation
unity_skills.call_skill("model_set_settings",
assetPath="Assets/Models/character.fbx",
animationType="Humanoid",
meshCompression="Medium",
generateSecondaryUV=True
)
# Static prop - optimize
unity_skills.call_skill("model_set_settings",
assetPath="Assets/Models/prop_barrel.fbx",
animationType="None",
importAnimation=False,
importCameras=False,
importLights=False,
meshCompression="High"
)
# Batch
unity_skills.call_skill("model_set_settings_batch", items=[
{"assetPath": "Assets/Models/prop1.fbx", "animationType": "None", "meshCompression": "High"},
{"assetPath": "Assets/Models/prop2.fbx", "animationType": "None", "meshCompression": "High"}
])Example: Efficient Asset Configuration
import unity_skills
# BAD: 5 API calls
unity_skills.call_skill("texture_set_settings", assetPath="Assets/UI/btn1.png", textureType="Sprite")
unity_skills.call_skill("texture_set_settings", assetPath="Assets/UI/btn2.png", textureType="Sprite")
unity_skills.call_skill("texture_set_settings", assetPath="Assets/UI/btn3.png", textureType="Sprite")
unity_skills.call_skill("texture_set_settings", assetPath="Assets/UI/btn4.png", textureType="Sprite")
unity_skills.call_skill("texture_set_settings", assetPath="Assets/UI/btn5.png", textureType="Sprite")
# GOOD: 1 API call
unity_skills.call_skill("texture_set_settings_batch", items=[
{"assetPath": f"Assets/UI/btn{i}.png", "textureType": "Sprite", "mipmapEnabled": False}
for i in range(1, 6)
])Best Practices
Textures
- Use
Spritetype for UI images - Disable mipmaps for UI textures to save memory
- Use
Pointfilter for pixel art - Set
readable=falseunless you need CPU access
Audio
- Use
Streamingfor long BGM tracks - Use
DecompressOnLoadfor short SFX - Use
Vorbiscompression with quality 0.5-0.7 for good balance
Models
- Use
Humanoidanimation type for characters with retargeting - Disable unused imports (cameras, lights) for props
- Enable
generateSecondaryUVfor static objects using baked lighting