skills/unity-asset-generation/SKILL.md
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.
npx skillsauth add cuozg/oh-my-skills unity-asset-generationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Create Unity-ready assets with Unity MCP tools, then validate existence, import, and usability.
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>/.
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 |
| 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.
savePath under Assets/, doesn't already exist (unless replacement requested)ManageAsset(GetInfo) or project searchIf validation fails → one targeted correction at a time (adjust prompt, path, dimensions, or command).
read_skill_file("unity-standards", "references/<path>"):
other/unity-mcp-routing-matrix.md · code-standards/architecture-systems.md · optimization/memory-settings.mdtools
Generate Unity raster image assets through Unity MCP: game sprites, item art, backgrounds, UI icons, portraits, concept images, transparent cutouts, image edits, upscales, background removal, and Unity scene or Game View screenshots. Use when a Unity project needs image files imported under Assets or screenshots captured from the editor. Do not use for meshes, audio, animation, materials, gameplay code, UI Toolkit layout, or generic non-Unity image generation.
tools
Create Unity technical solution documents from user requirements, feature ideas, bug goals, specs, or codebase problems. Use when the user asks for a technical approach, architecture, implementation strategy, solution options, feasibility analysis, system design, or "how should we build/fix this" for Unity runtime, Editor, tools, assets, data, UI, WebGL, SDKs, or production pipelines.
tools
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
development
Convert a spec document into an implementation TODO list in the same spec folder. U se when the user says goal-todo, todo from spec, generate tasks from spec, turn this spec into todos, create implementation checklist, extract tasks, or asks to read a Docs/Specs design doc and produce what must be implemented. Includes UI/UX review and codebase investigation before writing the checklist. Do not use for implementing the tasks, creating new goal files, writing test cases, or verifying completed work.