Game Asset Generator
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
Build and verify a 2D sprite and Tilemap scene with unity-cli.
$ npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install akiojin/unity-cli unity-2d-sprite-tilemap --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap .claude/skills/unity-2d-sprite-tilemap && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-2d-sprite-tilemap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap into .claude/skills/unity-2d-sprite-tilemap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-2d-sprite-tilemap", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemapType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install akiojin/unity-cli unity-2d-sprite-tilemap --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap .agents/skills/unity-2d-sprite-tilemap && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-2d-sprite-tilemap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap into .agents/skills/unity-2d-sprite-tilemap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-2d-sprite-tilemap", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install akiojin/unity-cli unity-2d-sprite-tilemap --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap .cursor/skills/unity-2d-sprite-tilemap && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-2d-sprite-tilemap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap into .cursor/skills/unity-2d-sprite-tilemap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-2d-sprite-tilemap", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/akiojin/unity-cli.git --path .claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install akiojin/unity-cli unity-2d-sprite-tilemap --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap .gemini/skills/unity-2d-sprite-tilemap && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-2d-sprite-tilemap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap into .gemini/skills/unity-2d-sprite-tilemap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-2d-sprite-tilemap", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install akiojin/unity-cli unity-2d-sprite-tilemapInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap .github/skills/unity-2d-sprite-tilemap && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-2d-sprite-tilemap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap into .github/skills/unity-2d-sprite-tilemap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-2d-sprite-tilemap", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install akiojin/unity-cli unity-2d-sprite-tilemap --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap .opencode/skills/unity-2d-sprite-tilemap && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-2d-sprite-tilemap" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap into .opencode/skills/unity-2d-sprite-tilemap/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-2d-sprite-tilemap", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-2d-sprite-tilemapBuild and verify a 2D sprite and Tilemap scene with unity-cli.
Unity 2D Sprite Tilemap is an agent skill from akiojin/unity-cli. Build and verify a 2D sprite and Tilemap scene with unity-cli. Use when the user wants sprite import, Sprite Atlas, Tile or Rule Tile painting, and Pixel Perfect Camera verification as one workflow. Do not use for import or atlas edits alone; use unity-asset-management. For scene creation alone use unity-scene-create; for capture alone use unity-playmode-testing.
Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/runtime-checklist.md` and `references/tilemap-recipe.md`).
It sits in Game Development, covering Sprites and pixel art. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
Bash(unity-cli:*)ReadGrepGlobFrom allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity 2D Sprite Tilemap loads about 1.6k tokens when it runs, and up to ~4.9k if it reads all its reference files. Until then it costs about 99 tokens; SKILL.md has 628 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 628 words, ~1,596 tokens.
.claude/skills/unity-2d-sprite-tilemap/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.
Take sprite art through import, atlas and tile authoring, then verify the saved scene in Play with a Pixel Perfect Camera. Use existing tools and Editor APIs.
unity-asset-management.unity-scene-create.unity-playmode-testing.unity-package-management; only read console or
evaluate a snippet: unity-editor-tools; only inspect UI: unity-ui-automation.com.unity.modules.tilemap. RuleTile needs compatible
com.unity.2d.tilemap.extras; Pixel Perfect comes from either standalone
com.unity.2d.pixel-perfect or URP. Use unity-package-management for missing
dependencies, wait for compilation and ping again. Do not migrate pipelines
or install a second PixelPerfectCamera provider just for this workflow.manage_asset_import_settings; use editor eval for PPU and
Sprite Mode, which the import tool does not expose. For Multiple preserve
slicing and select a named subasset. Verify actual importer values and
sprite dimensions after reimport; JSON success alone is insufficient.create_sprite_atlas, with Point filtering,
mipmaps/rotation disabled for the pixel-art example. Inspect an existing
atlas before changing it; do not silently overwrite. Create Tile assets via
ScriptableObject.CreateInstance and AssetDatabase.CreateAsset. Use a
RuleTile only when requested and its package/type is available; define
actual neighbor rules rather than claiming a default sprite is autotiling.unity-scene-create for the target scene. Add/reuse a Grid parent,
Tilemap and TilemapRenderer, paint the requested cell coordinates through
Tilemap.SetTile, and configure a pipeline-compatible sprite material.
Keep stable paths/names and inspect on retries to avoid duplicate objects.assetsPPU to sprite PPU and set the reference resolution. Position
the camera to see the painted cells, with a valid clipping range and culling
mask. Mark the scene dirty, save assets/scene, reopen that scene and read
back the tiles, atlas packables, importer and camera settings.unity-playmode-testing, confirm Play state, capture the
Game view with osFallback:false, and inspect the image for visible tiles,
crisp pixels, expected arrangement and absence of seams/missing materials.
Verify console/compilation errors and tile state. Input is only applicable
if the scene has an input-driven behavior; do not invent one for static art.
Stop Play and confirm the saved authoring state is retained.unity-asset-management.After selecting the project/port and creating the asset folder:
unity-cli raw manage_asset_import_settings --json '{"action":"modify","assetPath":"Assets/Tiles/grass.png","settings":{"textureType":"Sprite","filterMode":"Point","generateMipMaps":false,"compressionQuality":100}}'
unity-cli raw create_sprite_atlas --json '{"atlasPath":"Assets/Tiles/Terrain.spriteatlas","packables":["Assets/Tiles/grass.png"],"packingSettings":{"allowRotation":false},"textureSettings":{"filterMode":"Point","generateMipMaps":false}}'
unity-cli raw save_scene --json '{"scenePath":"Assets/Scenes/Terrain.unity"}'
unity-cli raw play_game --json '{}'
unity-cli raw get_editor_state --json '{}'
unity-cli raw capture_screenshot --json '{"captureMode":"game","width":1280,"height":720,"osFallback":false}'
unity-cli raw read_console --json '{"count":20}'
unity-cli raw stop_game --json '{}'© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap of akiojin/unity-cli.
Open the folder on GitHubat commit 7f45d7a
Unity 2D Sprite Tilemap next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity 2D Sprite Tilemap this skillakiojin/unity-cli | 107 | — | ~1.6k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Code-Drawn 2D Game Art0x0funky/agent-sprite-forge | 4.3k | — | ~2.5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.6k | — | ~4.4k | Automated safety check: Pass | Apache-2.0 | |
| Pixel Artmateaix/mateclaw | 1.1k | 5 repos | ~1.8k | Automated safety check: Pass | Apache-2.0 | |
| Asset Pipelinerehan-remade/universal-modder | 4.7k | — | ~2k | Automated safety check: Pass | MIT |
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
0x0funky/agent-sprite-forge
Draws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
mateaix/mateclaw
Pixel art w/ era palettes (NES, Game Boy, PICO-8). An agent skill from mateaix/mateclaw.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
crafter-station/petdex
Browse, install, submit, and edit pixel-art pets with the Petdex CLI.
akiojin/unity-cli
Create or update GitHub Pull Requests with the gh CLI, including deciding whether to create a new PR or only push based on existing PR merge status.
akiojin/unity-cli
Sync the gh- automation skills from the upstream skills repository into Codex and project skill directories.
akiojin/unity-cli
Manage Unity Addressables groups and content with unity-cli.
akiojin/unity-cli
Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.
akiojin/unity-cli
Configure Unity audio with unity-cli. An agent skill from akiojin/unity-cli.
akiojin/unity-cli
Implement, fix, and refactor Unity C code with unity-cli write tools.
Categories
Build and verify a 2D sprite and Tilemap scene with unity-cli. Unity 2D Sprite Tilemap is an agent skill from akiojin/unity-cli. Build and verify a 2D sprite and Tilemap scene with unity-cli.
Unity 2D Sprite Tilemap fits situations like: the user wants sprite import; rule Tile painting; pixel Perfect Camera verification as one workflow; atlas edits alone.
Run `npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap in akiojin/unity-cli) into .claude/skills/unity-2d-sprite-tilemap in your project. Claude Code loads it when a task matches its description.
Run `npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap in akiojin/unity-cli) into .agents/skills/unity-2d-sprite-tilemap in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-2d-sprite-tilemap, .gemini/skills/unity-2d-sprite-tilemap, .github/skills/unity-2d-sprite-tilemap and .opencode/skills/unity-2d-sprite-tilemap in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity 2D Sprite Tilemap is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity 2D Sprite Tilemap is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.6k tokens (SKILL.md is roughly 6.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity 2D Sprite Tilemap: Game Asset Generator (htdt/godogen, 7.1k stars), Code-Drawn 2D Game Art (0x0funky/agent-sprite-forge, 4.3k stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars) and Pixel Art (mateaix/mateclaw, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.
Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.