Agent skill

Unity Asset Management

by akiojin in akiojin/unity-cli

Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.

MITAuto-check passedGame Development

Install Unity Asset Management

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-asset-management -a claude-code

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

GitHub CLI
$ gh skill install akiojin/unity-cli unity-asset-management --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-asset-management .claude/skills/unity-asset-management && 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-asset-management
GitHub stars
107
Token cost
~1.8k tokens
SKILL.md length
606 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.

  • Works in 5 steps: Run unity-cli system ping for the target… → Inspect the target asset with… → Run analyze_asset_dependencies before… → …
  • The user asks to inspect
  • SKILL.md covers Use When, Do Not Use When, Editor and Serialized Asset… and Preferred Flow, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Asset Management is an agent skill from akiojin/unity-cli. Manage Unity assets and import metadata with unity-cli. Use when the user asks to inspect or edit Timeline tracks/clips/bindings, create materials, animation clips or sprite atlases, refresh assets, update imports, or analyze dependencies. Do not use for Addressables builds; use unity-addressables. For Player builds or scene baking, use unity-editor-tools. For scene object edits, use unity-gameobject-edit. For URP pipeline and Volume setup use unity-urp-setup.

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/asset-safety.md` and `references/runtime-checklist.md`).

It sits in Game Development. It works with Unity. 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 asks to inspect
  • Edit Timeline tracks/clips/bindings
  • Create materials
  • Animation clips

Example prompts

  • “/unity-asset-management”

Requirements

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

Workflow steps

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

  1. Run unity-cli system ping for the target project before mutations (use --project-path with multiple Editors). If it fails, follow…
  2. Inspect the target asset with manage_asset_database using {"action":"get_asset_info","assetPath":"..."} before changing it.
  3. Run analyze_asset_dependencies before deleting, moving, or changing shared assets.
  4. Apply import or material changes with the narrowest possible payload.
  5. Call refresh_assets after any out-of-editor file change.

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 Asset Management loads about 1.8k tokens when it runs, and up to ~2.2k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 606 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~124
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.2k

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). 606 words, ~1,814 tokens.

Download SKILL.mdSave it as .claude/skills/unity-asset-management/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
unity-asset-management
description
Manage Unity assets and import metadata with unity-cli. Use when the user asks to inspect or edit Timeline tracks/clips/bindings, create materials, animation clips or sprite atlases, refresh assets, update imports, or analyze dependencies. Do not use for Addressables builds; use `unity-addressables`. For Player builds or scene baking, use `unity-editor-tools`. For scene object edits, use `unity-gameobject-edit`. For URP pipeline and Volume setup use `unity-urp-setup`.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.3.4
metadata.category
assets
metadata.triggers
asset, material, import, animation, sprite, dependency
metadata.siblings
unity-audio-setup, unity-localization, unity-2d-sprite-tilemap, unity-urp-setup, unity-ui-toolkit-build, unity-addressables, unity-prefab-workflow…

Asset Management

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.

Manage the Unity Asset Database, materials, animation clips, sprite atlases, import settings, and asset dependency analysis. This skill is the file/asset complement to unity-addressables (which handles groups and content builds).

Use When

  • The user wants to inspect, refresh, move, or otherwise manage project assets.
  • The user wants to create or update materials.
  • The user wants to author Timeline, AnimationClip or SpriteAtlas assets, inspect Timeline tracks/clips/bindings, or edit numeric animation curves.
  • The user needs import settings or dependency analysis before file changes.

Do Not Use When

  • Configure AudioClip import, AudioMixer routing and AudioSource playback as one verified workflow: use unity-audio-setup.

  • Configure Locale/String Table assets and verify localized UI text: unity-localization.

  • Build and verify a complete sprite / Tilemap / Pixel Perfect workflow: unity-2d-sprite-tilemap.

  • Build a complete UXML/USS UI Toolkit screen and verify its interactions: use unity-ui-toolkit-build.

  • The task is Addressables groups or content builds; use unity-addressables.

  • The request is about scene-instance edits; use unity-gameobject-edit.

  • The work happens inside prefab edit mode; use unity-prefab-workflow.

Editor and Serialized Asset Safety

  • When the target Editor is reachable, do not hand-edit .unity, .prefab, or .asset YAML. Use bridge tools so Unity maintains object references, prefab overrides, and its in-memory state consistently.
  • A failed ping can be a sandbox false negative. Follow Connection Recovery; confirm the target project and connection with the user when sandbox restrictions prevent verification. Do not infer that the Editor is absent.
  • Before using an offline fallback, explicitly state why the bridge is unavailable, which files are affected, and the alternative method. A timeout alone is not permission to edit YAML.
Show full SKILL.md (310 more words)Show less

Preferred Flow

  1. Run unity-cli system ping for the target project before mutations (use --project-path <project> with multiple Editors). If it fails, follow Connection Recovery before continuing.

  2. Inspect the target asset with manage_asset_database using {"action":"get_asset_info","assetPath":"..."} before changing it.

  3. Run analyze_asset_dependencies before deleting, moving, or changing shared assets.

  4. Apply import or material changes with the narrowest possible payload.

  5. Call refresh_assets after any out-of-editor file change.

bash
unity-cli raw manage_asset_database --json '{"action":"get_asset_info","assetPath":"Assets/Textures/hero.png"}'
unity-cli raw manage_asset_database --json '{"action":"refresh"}'
unity-cli raw create_material --json '{"materialPath":"Assets/Materials/HeroMat.mat","shader":"Standard"}'
unity-cli raw create_animation_clip --json '{"clipPath":"Assets/Animations/Hero.anim","spritePaths":["Assets/Sprites/Hero/idle_0.png"],"frameRate":12,"loopTime":true}'
unity-cli raw get_animation_curves --json '{"clipPath":"Assets/Animations/Move.anim"}'
unity-cli raw edit_animation_curve --json '{"clipPath":"Assets/Animations/Move.anim","animationRoot":12345,"binding":{"path":"","component":"UnityEngine.Transform","property":"localPosition.x"},"operation":"set","createIfMissing":true,"keys":[{"time":0,"value":0},{"time":1,"value":2}]}'
unity-cli raw analyze_asset_dependencies --json '{"action":"get_dependencies","assetPath":"Assets/Prefabs/Player.prefab","recursive":true}'

For numeric curves, replace 12345 with the actual animation root GameObject instance ID from scene inspection. path is relative to that root; component is fully qualified and property is the serialized binding name (Transform localPosition.x aliases m_LocalPosition.x). Only writable standalone Assets/*.anim clips are editable, outside Play Mode. Use set to replace one curve, upsert_keys to add/update exact times, remove_keys with times, or remove_curve. Other bindings remain intact. New keys default to Linear; omitted tangent settings on existing keys are retained. Use leftTangentMode/rightTangentMode and finite inTangent/outTangent for Free tangents. Inspect with get_animation_curves after editing; object-reference bindings are listed separately and cannot be numerically edited.

Examples

Timeline assets, tracks, clips and bindings

Requires Timeline installed, Edit Mode, and an existing writable parent folder. Use a new asset path for creation, then inspect before subsequent edits.

bash
unity-cli raw manage_timeline --json '{"action":"create_asset","assetPath":"Assets/Timelines/Intro.playable"}'
unity-cli raw manage_timeline --json '{"action":"create_track","assetPath":"Assets/Timelines/Intro.playable","trackName":"Movement","trackType":"AnimationTrack"}'
unity-cli raw get_timeline --json '{"assetPath":"Assets/Timelines/Intro.playable"}'

Use inspected stable trackId values (GUID:localID), not track names. Only top-level AnimationTrack editing is supported. For add_clip, supply animationClipPath, start, and positive duration; re-inspect before update_clip/remove_clip and include clipIndex plus expectedClip from that snapshot. To bind or evaluate a PlayableDirector, use full hierarchy paths for directorPath/animatorPath. Inspect unity-cli tool schema manage_timeline for action-specific required fields.

  • "Refresh the asset database and inspect Assets/Textures/hero.png."
  • "Create a material for the player and tint it red."
  • "Generate an animation clip from a set of sprite frames."
  • "Check which assets depend on Player.prefab before moving it."

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-asset-management of akiojin/unity-cli.

  • SKILL.md
  • references/asset-safety.md
  • references/runtime-checklist.md

Open the folder on GitHubat commit 7f45d7a

Compare with similar skills

Unity Asset Management 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 Asset Management compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Asset Management this skillakiojin/unity-cli107—~1.8kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
AibridgeFlameskyDexive/Legends-Of-Heroes929—~2.1kAutomated safety check: PassMIT
Unity SkillsBesty0728/Unity-Skills1.8k—~2kAutomated safety check: PassMIT
Uloop Control Play ModeCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.3kAutomated safety check: PassMIT

Similar skills

  • Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.

    1.4k GitHub stars~5.8k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Locus Unity Bridge

    Misaka-Mikoto-Tech/agent-skills

    A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…

    278 GitHub stars~4k tokensUpdated 18 days ago
    Game DevelopmentAuto-check passed
  • Aibridge

    FlameskyDexive/Legends-Of-Heroes

    Unity Editor and Player Runtime CLI integration for AIBridge.

    929 GitHub stars~2.1k tokensUpdated 17 days ago
    Game DevelopmentAuto-check passed
  • Unity Skills

    Besty0728/Unity-Skills

    Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.

    1.8k GitHub stars~2k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Uloop Control Play Mode

    CyberAgentGameEntertainment/NovaShader

    Control Unity Editor Play Mode. An agent skill from CyberAgentGameEntertainment/NovaShader.

    1.6k GitHub starsUsed in 1 repo~1.3k tokens
    Game DevelopmentAuto-check passed
  • Unity Plugin

    TomLeeLive/openclaw-unity-plugin

    Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.

    107 GitHub stars~5.1k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed

More from akiojin/unity-cli

All 28 skills in this repo
  • Gh PR

    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.

    107 GitHub stars~2.7k tokensUpdated 4 days ago
    Auto-check passed
  • Gh Skills Sync

    akiojin/unity-cli

    Sync the gh- automation skills from the upstream skills repository into Codex and project skill directories.

    107 GitHub stars~680 tokensUpdated 4 days ago
    Auto-check: notes
  • Unity 2D Sprite Tilemap

    akiojin/unity-cli

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

    107 GitHub stars~1.6k tokensUpdated 4 days ago
    Auto-check passed
  • Unity Addressables

    akiojin/unity-cli

    Manage Unity Addressables groups and content with unity-cli.

    107 GitHub stars~700 tokensUpdated 4 days ago
    Auto-check passed
  • Unity Audio Setup

    akiojin/unity-cli

    Configure Unity audio with unity-cli. An agent skill from akiojin/unity-cli.

    107 GitHub stars~1.4k tokensUpdated 4 days ago
    Auto-check passed
  • Unity Csharp Edit

    akiojin/unity-cli

    Implement, fix, and refactor Unity C code with unity-cli write tools.

    107 GitHub stars~979 tokensUpdated 4 days ago
    Auto-check passed

Works with

Questions about Unity Asset Management

What does Unity Asset Management do?

Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli. Unity Asset Management is an agent skill from akiojin/unity-cli. Manage Unity assets and import metadata with unity-cli.

When should I use Unity Asset Management?

Unity Asset Management fits situations like: the user asks to inspect; edit Timeline tracks/clips/bindings; create materials; animation clips.

How do I install Unity Asset Management in Claude Code?

Run `npx skills add akiojin/unity-cli --skill unity-asset-management -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-asset-management in akiojin/unity-cli) into .claude/skills/unity-asset-management in your project. Claude Code loads it when a task matches its description.

How do I install Unity Asset Management in Codex?

Run `npx skills add akiojin/unity-cli --skill unity-asset-management -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-asset-management in akiojin/unity-cli) into .agents/skills/unity-asset-management in your project. Codex loads it when a task matches its description.

Can I use Unity Asset Management 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-asset-management -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-asset-management, .gemini/skills/unity-asset-management, .github/skills/unity-asset-management and .opencode/skills/unity-asset-management in your project.

What does Unity Asset Management need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Asset Management is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.

Does Unity Asset Management 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 Asset Management 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 Asset Management use?

Unity Asset Management 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 Asset Management use?

About 1.8k tokens (SKILL.md is roughly 7.3k 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 434 tokens, read only when the agent opens those files.

What are the alternatives to Unity Asset Management?

Skills that share tags, products or a category with Unity Asset Management: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Aibridge (FlameskyDexive/Legends-Of-Heroes, 929 stars) and Unity Skills (Besty0728/Unity-Skills, 1.8k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Asset Management?

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.