skills/unity-image-gen/SKILL.md
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.
npx skillsauth add cuozg/oh-my-skills unity-image-genInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Generate Unity-ready raster images and screenshots through Unity MCP, then verify that the files exist, import cleanly, and are usable in the project.
This is the Unity-specific image workflow. Use it when the output belongs in a Unity project or must be captured from Unity. For non-Unity bitmap work, use imagegen. For broader Unity asset types such as meshes, audio, animations, terrain layers, or PBR material pipelines, use unity-asset-generation.
Use this skill for:
Do not use this skill for:
Assets/.Assets/Generated/Images/<asset-type>/.Ask before proceeding only when a missing detail affects the generated file contract: overwrite permission, target path outside Assets/, required exact text, platform icon size, or whether a screenshot should come from Game View, Scene View, or a specific camera.
Assets/.manage_scene for loaded scenes and hierarchy context.manage_camera with list_cameras or screenshot actions for camera-dependent captures.manage_asset search/get_info to avoid collisions and verify existing references.manage_camera for screenshots and multiview captures.manage_asset for import, search, and metadata verification.refresh_unity after filesystem-visible asset changes.read_console to check import or generation errors.Assets/.Texture2D or Sprite.Prefer Unity MCP asset-generation tools exposed by the project. Common commands may include:
| Need | Preferred Unity MCP command |
| --- | --- |
| Sprite, item art, transparent icon | GenerateSprite |
| Background, splash, portrait, concept image | GenerateImage |
| Sprite sheet | GenerateSpritesheet |
| Remove sprite background | RemoveSpriteBackground |
| Remove image background | RemoveImageBackground |
| Upscale sprite | UpscaleSprite |
| Upscale image | UpscaleImage |
| Recolor sprite | RecolorSprite |
| Recolor image | RecolorImage |
| Prompt edit of a sprite | EditSpriteWithPrompt |
| Prompt edit of an image | EditImageWithPrompt |
| Game View or camera screenshot | manage_camera screenshot |
| Scene View documentation screenshot | manage_camera screenshot with capture_source='scene_view' |
| Orbit or surround contact sheet | manage_camera screenshot with batch options |
If the asset-generation tool is exposed only through custom tools, call it with execute_custom_tool and the project-specific parameters. If no Unity MCP image-generation capability is available, state that Unity-side generation is unavailable and ask whether to fall back to the generic imagegen skill; do not silently switch.
Use the minimum structured prompt needed for a good game asset:
Use case: <sprite | background | icon | portrait | edit | screenshot>
Unity asset type: <Texture2D | Sprite | screenshot PNG>
Primary request: <user request>
Intended use: <where this appears in the game>
Style: <art direction>
Composition: <view, framing, padding, silhouette>
Lighting and color: <mood, contrast, palette>
Transparency: <opaque | transparent alpha | removable background>
Dimensions: <width x height or aspect ratio>
Constraints: <must keep, must avoid, exact text>
Save path: <Assets/...>
Keep augmentation conservative:
Assets/Generated/Images/Sprites/<Name>.png.Assets/Generated/Images/Icons/<Name>.png.Assets/Generated/Images/Backgrounds/<Name>.png.16:9.9:16.1:1.Assets/Screenshots/ unless the user names another project folder.manage_camera:
camera when overlay UI must be visible.camera or view_position / view_rotation.capture_source='scene_view'.screenshot_multiview or screenshot batch options.Prefer native transparent sprite/image generation through Unity MCP when available. If the generated file has an unwanted flat background, run the Unity MCP background removal command for the asset type.
For transparent sprites and icons:
If Unity MCP cannot produce or remove transparency, ask before falling back to generic image generation or local chroma-key processing.
Assets/.<Name>-v2.png.Assets/ unless the user asks to keep variants.Before final response:
manage_asset search or get_info confirms the output path.refresh_unity completed if a file was created or moved.read_console has no relevant import, generation, or serialization errors.Report:
Keep the response concise. Do not claim production readiness unless the generated asset was visually inspected and the Unity import state was verified.
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.
development
Generate formatted Debug.Log snippets for tracing values, events, or methods in Unity C# without modifying project files directly.