Agent skill

Unity 2D Sprite Tilemap

by akiojin in akiojin/unity-cli

Build and verify a 2D sprite and Tilemap scene with unity-cli.

MITAuto-check passedGame Development

Install Unity 2D Sprite Tilemap

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-2d-sprite-tilemap -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-2d-sprite-tilemap --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
unity-2d-sprite-tilemap
GitHub stars
107
Token cost
~1.6k tokens
SKILL.md length
628 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Build and verify a 2D sprite and Tilemap scene with unity-cli.

  • Works in 8 steps: Follow runtime prerequisites. Select the → Inspect resolved packages and the render… → Follow the authoring recipe. Import the… → …
  • The user wants sprite import
  • SKILL.md covers Use When, Do Not Use When, Preferred Flow and Examples, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • The user wants sprite import
  • Rule Tile painting
  • Pixel Perfect Camera verification as one workflow
  • Atlas edits alone

Example prompts

  • “/unity-2d-sprite-tilemap”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Follow runtime prerequisites. Select the
  2. Inspect resolved packages and the render pipeline. Built-in Tilemap needs
  3. Follow the authoring recipe. Import the supplied
  4. Create a Sprite Atlas through create_sprite_atlas, with Point filtering,
  5. Use unity-scene-create for the target scene. Add/reuse a Grid parent,
  6. Configure an orthographic camera and the installed PixelPerfectCamera type.
  7. Enter Play through unity-playmode-testing, confirm Play state, capture the
  8. Report actual Editor/package versions, saved scene/Tile/atlas paths, imported

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~99
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.9k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 628 words, ~1,596 tokens.

Download SKILL.mdSave it as .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.
name
unity-2d-sprite-tilemap
description
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`.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.1.0
metadata.category
assets
metadata.triggers
sprite, tilemap, pixel
metadata.siblings
unity-asset-management, unity-scene-create, unity-playmode-testing

2D Sprite and Tilemap

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.

Use When

  • The request spans sprite import, Tilemap construction and a visible runtime check.
  • The user wants a Tile or Rule Tile level with matching sprite/camera PPU.
  • A pixel-art workflow needs both saved asset checks and Game-view evidence.

Do Not Use When

  • Only change imports or create an atlas: unity-asset-management.
  • Only create/load/save a scene: unity-scene-create.
  • Only capture or simulate input in an existing level: unity-playmode-testing.
  • Only install 2D packages: unity-package-management; only read console or evaluate a snippet: unity-editor-tools; only inspect UI: unity-ui-automation.

Preferred Flow

  1. Follow runtime prerequisites. Select the project and explicit port consistently, ping, and inspect Editor state. Work in Edit Mode. Preserve existing scenes and shared assets; do not discard an unsaved scene. Establish source PNG paths, Sprite Mode, PPU, tile cell size, scene destination and reference resolution. For a new example use Single, 16 PPU, unit cells and 320×180; preserve requested values.
  2. Inspect resolved packages and the render pipeline. Built-in Tilemap needs 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.
  3. Follow the authoring recipe. Import the supplied sprite with 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.
  4. Create a Sprite Atlas through 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.
  5. Use 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.
  6. Configure an orthographic camera and the installed PixelPerfectCamera type. Match 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.
  7. Enter Play through 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.
  8. Report actual Editor/package versions, saved scene/Tile/atlas paths, imported PPU/filter, cell assertions and screenshot path. Distinguish visual evidence from state checks. If an existing tool/API cannot perform a required step, report the gap for a separate issue and link it; do not expand CLI/bridge functionality or hand-edit serialized Unity YAML here.
Show full SKILL.md (49 more words)Show less

Examples

  • "Import grass.png, paint a small Tilemap and check it through a Pixel Perfect Camera."
  • "スプライトの取り込みから Tile / Sprite Atlas を作り、Game 画面で確認して。"
  • "Only make a Sprite Atlas" → unity-asset-management.

After selecting the project/port and creating the asset folder:

bash
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 '{}'

References

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-2d-sprite-tilemap of akiojin/unity-cli.

  • SKILL.md
  • references/runtime-checklist.md
  • references/tilemap-recipe.md

Open the folder on GitHubat commit 7f45d7a

Compare with similar skills

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.

Unity 2D Sprite Tilemap compared with similar skills
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Pixel Artmateaix/mateclaw1.1k5 repos~1.8kAutomated safety check: PassApache-2.0
Asset Pipelinerehan-remade/universal-modder4.7k—~2kAutomated safety check: PassMIT

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Questions about Unity 2D Sprite Tilemap

What does Unity 2D Sprite Tilemap do?

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.

When should I use Unity 2D Sprite Tilemap?

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.

How do I install Unity 2D Sprite Tilemap in Claude Code?

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.

How do I install Unity 2D Sprite Tilemap in Codex?

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.

Can I use Unity 2D Sprite Tilemap in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Unity 2D Sprite Tilemap need to run?

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.

Does Unity 2D Sprite Tilemap access the network?

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.

Is Unity 2D Sprite Tilemap safe to install?

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.

What licence does Unity 2D Sprite Tilemap use?

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.

How many tokens does Unity 2D Sprite Tilemap use?

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.

What are the alternatives to Unity 2D Sprite Tilemap?

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.

Who maintains Unity 2D Sprite Tilemap?

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.