batihandev/unity-mcp-skills/importer

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Use when users want to configure texture, audio, or model import settings.

Install

npx vskill@latest install batihandev/unity-mcp-skills/importer

SKILL.md

Unity Importer Skills

When to Use

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.

Common Mistakes

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

Quick Reference

Texture Route

Import settings:

SkillUseKey parameters
texture_get_settingsRead texture importer settingsassetPath
texture_set_settingsSet texture importer settingsassetPath, textureType?, maxSize?, filterMode?, compression?, mipmapEnabled?, sRGB?, readable?, wrapMode?
texture_set_settings_batchBatch texture settingsitems
texture_get_import_settingsRead minimal importer settings (type/maxSize/compression/filter/srgb/readable/mipmap)assetPath
texture_set_import_settingsAlternative texture import bridgesimilar texture fields

Query and runtime info:

SkillUseKey parameters
texture_find_assetsSearch Texture2D assets by AssetDatabase filterfilter?, limit? (default 50)
texture_get_infoInspect dimensions, format, and runtime memory sizeassetPath
texture_find_by_sizeFind textures in a dimension range (pixels)minSize? (0), maxSize? (99999), limit? (50)

Typed / platform overrides:

SkillUseKey parameters
texture_set_typeSwitch texture typeassetPath, textureType (Default/NormalMap/Sprite/EditorGUI/Cursor/Cookie/Lightmap/SingleChannel)
texture_set_platform_settingsOverride per-platform settingsassetPath, platform (Standalone/iPhone/Android/WebGL), maxSize?, format?, compressionQuality?, overridden?
texture_get_platform_settingsRead per-platform overrideassetPath, platform
texture_set_sprite_settingsSprite-specific knobs (PPU, mode)assetPath, pixelsPerUnit?, spriteMode? (Single/Multiple/Polygon)
sprite_set_import_settingsSprite importer bridge (PPU, packingTag, pivot)assetPath, spriteMode?, pixelsPerUnit?, packingTag?, pivotX?, pivotY?

Texture core fields:

FieldValues
textureTypeDefault, NormalMap, Sprite, EditorGUI, Cursor, Cookie, Lightmap, SingleChannel
maxSize32–8192
filterModePoint, Bilinear, Trilinear
compressionNone, LowQuality, NormalQuality, HighQuality
wrapModeRepeat, Clamp, Mirror, MirrorOnce

Platform override fields: platform (Standalone/iPhone/Android/WebGL), maxSize, format, compressionQuality (0–100), overridden

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:

SkillUseKey parameters
audio_get_settingsRead audio importer settingsassetPath
audio_set_settingsSet audio importer settingsassetPath, forceToMono?, loadInBackground?, loadType?, compressionFormat?, quality?
audio_set_settings_batchBatch audio settingsitems
audio_get_import_settingsRead minimal importer defaults (loadType/format/quality/forceToMono/loadInBackground)assetPath
audio_set_import_settingsAlternative audio import bridgesimilar audio fields

Clip query and info:

SkillUseKey parameters
audio_find_clipsSearch AudioClip assets by filterfilter?, limit? (default 50)
audio_get_clip_infoInspect length/channels/frequency/samples of a clipassetPath

Scene runtime (AudioSource / AudioMixer):

SkillUseKey parameters
audio_add_sourceAdd an AudioSource to a GameObjecttarget (name/instanceId/path), clipPath?, playOnAwake? (false), loop? (false), volume? (1)
audio_get_source_infoRead the AudioSource configurationtarget
audio_set_source_propertiesUpdate AudioSource fieldstarget, clipPath?, volume?, pitch?, loop?, playOnAwake?, mute?, spatialBlend?, priority?
audio_find_sources_in_sceneList all AudioSources in the active scenelimit? (default 50)
audio_create_mixerCreate a new AudioMixer assetmixerName? (default NewAudioMixer), folder? (default Assets)

Audio core fields:

FieldValues
loadTypeDecompressOnLoad, CompressedInMemory, Streaming
compressionFormatPCM, Vorbis, ADPCM
quality0–100 integer (audio_set_import_settings bridge); mapped to 0.0–1.0 internally
forceToMonoConvert to mono
loadInBackgroundBackground load

Practical presets:

Asset typeSuggested settings
BGMStreaming + Vorbis + medium quality
Short SFXDecompressOnLoad
Large SFX bankCompressedInMemory or mono where acceptable

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:

SkillUseKey parameters
model_get_settingsRead model importer settingsassetPath
model_set_settingsSet model importer settingsassetPath, globalScale?, meshCompression?, isReadable?, generateSecondaryUV?, animationType?, importAnimation?, importCameras?, importLights?, materialImportMode?
model_set_settings_batchBatch model settingsitems
model_get_import_settingsRead minimal importer defaults (scale/compression/animationType/importAnimation/materialImportMode)assetPath
model_set_import_settingsAlternative model import bridgesimilar model fields

Query and info:

SkillUseKey parameters
model_find_assetsSearch model assets by filterfilter?, limit? (default 50)
model_get_mesh_infoMesh vertex / triangle / submesh statstarget (name/instanceId/path) or assetPath
model_get_materials_infoInspect sub-asset materials embedded in the modelassetPath
model_get_animations_infoList animation clips and framerates on the modelassetPath
model_get_rig_infoRead animationType, avatar, skeleton binding infoassetPath

Animation and rig:

SkillUseKey parameters
model_set_animation_clipsConfigure animation clip splitsassetPath, clips (JSON array of {name, firstFrame, lastFrame, loop})
model_set_rigSwitch rig/skeleton modeassetPath, animationType (None/Legacy/Generic/Humanoid), avatarSetup?

Model core fields:

FieldValues
globalScaleImport scale factor
meshCompressionOff, Low, Medium, High
animationTypeNone, Legacy, Generic, Humanoid
materialImportModemodel_set_settings string field for material import mode
importMaterialsmodel_set_import_settings bridge: bool shorthand (true = import via material description, false = None)
isReadableCPU-readable mesh
generateSecondaryUVGenerate lightmap UVs

Practical presets:

Asset typeSuggested settings
Humanoid characteranimationType="Humanoid"
Static propdisable cameras/lights/animation, compress mesh
Baked environment meshenable secondary UVs when needed

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:

SkillUse
asset_reimportReimport one asset
asset_reimport_batchReimport assets matching a search scope

Best Practices

  1. Batch assets by category and apply one policy per batch.
  2. Only enable readable when runtime CPU access is necessary.
  3. Reimport deliberately after changing importer-critical fields.
  4. Keep character rig settings and clip splits documented, because they are easy to drift.
  5. Use platform overrides only when there is a real target-platform constraint.

Recipe path rule: ../../recipes/importer/<command>.md

Security

  • Security scanPassed, 90 of 100Pattern checks on the skill's files.
  • Model reviewPassed

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