Agent skill

Unity Audio Setup

by akiojin in akiojin/unity-cli

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

MITAuto-check passedGame Development

Install Unity Audio Setup

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-audio-setup -a claude-code

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

GitHub CLI
$ gh skill install akiojin/unity-cli unity-audio-setup --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-audio-setup .claude/skills/unity-audio-setup && 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-audio-setup
GitHub stars
107
Token cost
~1.4k tokens
SKILL.md length
521 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 7 steps: Follow runtime prerequisites. Pin the… → Follow audio authoring and verification.… → Use manage_audio_mixer to create/reuse… → …
  • The user asks to connect AudioClip import settings
  • 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 Audio Setup is an agent skill from akiojin/unity-cli. Configure Unity audio with unity-cli. Use when the user asks to connect AudioClip import settings, AudioMixer groups and exposed volume, and AudioSource routing with Play Mode playback verification. Do not use for import settings alone; use unity-asset-management. For individual component edits use unity-gameobject-edit; for scene-only creation use unity-scene-create; for existing runtime tests or capture alone use unity-playmode-testing; for console or generic eval alone use unity-editor-tools.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/audio-workflow.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 connect AudioClip import settings
  • AudioMixer groups and exposed volume
  • AudioSource routing with Play Mode playback verification
  • Import settings alone

Example prompts

  • “/unity-audio-setup”

Requirements

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

Workflow steps

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

  1. Follow runtime prerequisites. Pin the project
  2. Follow audio authoring and verification. Use an
  3. Use manage_audio_mixer to create/reuse the mixer, add the named group and expose
  4. Inspect the target scene and object; create a missing source object with
  5. Enter Play with play_game, wait for readiness, then explicitly play the source
  6. Read back the exposed volume through AudioMixer.GetFloat; if changing it in
  7. Report versions, clip/import settings, mixer/group/parameter, saved scene,

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 Audio Setup loads about 1.4k tokens when it runs, and up to ~4.3k if it reads all its reference files. Until then it costs about 132 tokens; SKILL.md has 521 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~132
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.3k

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). 521 words, ~1,449 tokens.

Download SKILL.mdSave it as .claude/skills/unity-audio-setup/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
unity-audio-setup
description
Configure Unity audio with unity-cli. Use when the user asks to connect AudioClip import settings, AudioMixer groups and exposed volume, and AudioSource routing with Play Mode playback verification. Do not use for import settings alone; use `unity-asset-management`. For individual component edits use `unity-gameobject-edit`; for scene-only creation use `unity-scene-create`; for existing runtime tests or capture alone use `unity-playmode-testing`; for console or generic eval alone use `unity-editor-tools`.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.1.0
metadata.category
assets
metadata.triggers
audio, audioclip, audiomixer, audiosource
metadata.siblings
unity-asset-management, unity-gameobject-edit, unity-scene-create, unity-playmode-testing, unity-editor-tools

Audio Setup

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.

Connect persistent clip import, mixer routing and source configuration to measured Play Mode state. Playback state proves engine playback, not audible speaker output.

Use When

  • Configure an AudioClip, AudioMixer/Group/exposed Volume and AudioSource together.
  • Verify that the saved source routes through the intended mixer and plays in Play.
  • Diagnose a complete audio setup using import, listener, source and mixer state.

Do Not Use When

  • Only edit import settings or refresh assets: unity-asset-management.
  • Only change an existing component field: unity-gameobject-edit.
  • Only create, load or save a scene: unity-scene-create.
  • Only run runtime tests, enter Play or capture media: unity-playmode-testing.
  • Only read console messages or run generic eval: unity-editor-tools.
  • Implement DSP, custom importers or missing bridge operations: track separately.

Preferred Flow

  1. Follow runtime prerequisites. Pin the project and endpoint; record Editor/bridge versions, scene and initial Play state. Stop Play before persistent edits. Inspect the existing clip, mixer and source before choosing paths; preserve unrelated assets and dirty scenes.
  2. Follow audio authoring and verification. Use an existing licensed clip or an explicitly authorized generated test tone. Refresh assets, read its importer, then modify load type/compression for its use case. Read settings back after reimport; do not assume a requested value persisted.
  3. Use manage_audio_mixer to create/reuse the mixer, add the named group and expose its Volume. Inspect the returned full group paths and parameter names before retrying mutations. Do not use internal-API reflection or write mixer YAML.
  4. Inspect the target scene and object; create a missing source object with create_gameobject (for example, {"name":"Music"}). Assign the imported AudioClip and the exact AudioMixerGroup to the AudioSource using existing component tools or public-API editor eval. Ensure one enabled AudioListener, active source, nonzero volume and suitable spatial blend. Save assets and scene; reload the saved scene and verify both references persisted.
  5. Enter Play with play_game, wait for readiness, then explicitly play the source if needed. Sample isPlaying, time and timeSamples at two separated times; require active playback and progress, accounting for loop wrap. Confirm clip and mixer routing at runtime. A successful play command alone is insufficient.
  6. Read back the exposed volume through AudioMixer.GetFloat; if changing it in Play, record the previous value, check SetFloat/GetFloat and restore it. Read console errors. Stop Play, then verify persistent asset/source settings again. Never save temporary Play changes as the intended authoring result.
  7. Report versions, clip/import settings, mixer/group/parameter, saved scene, source settings, both playback samples and console status. Retain tool outputs and asset evidence. If capability is missing, link a separate issue instead of adding a workaround implementation here; audio authoring tools are owned by #431.
Show full SKILL.md (53 more words)Show less

Examples

  • "AudioClip を取り込み、Mixer 経由で AudioSource を再生して状態を確認して。"
  • "Create a Music mixer group and exposed volume, route my clip and verify Play."
  • "Only change this clip's compression" → unity-asset-management.
  • "Only set this AudioSource's volume" → unity-gameobject-edit.

Use the same explicit project/host/port on each command:

bash
unity-cli raw manage_asset_import_settings --json '{"action":"modify","assetPath":"Assets/Audio/tone.wav","settings":{"loadType":"DecompressOnLoad","compressionFormat":"PCM"}}'
unity-cli raw manage_audio_mixer --json '{"action":"create","assetPath":"Assets/Audio/Music.mixer"}'
unity-cli raw manage_audio_mixer --json '{"action":"add_group","assetPath":"Assets/Audio/Music.mixer","parentGroup":"Master","name":"Music"}'
unity-cli raw manage_audio_mixer --json '{"action":"expose_parameter","assetPath":"Assets/Audio/Music.mixer","groupPath":"Master/Music","parameter":"Volume","parameterName":"MusicVolume"}'
unity-cli raw manage_audio_mixer --json '{"action":"get","assetPath":"Assets/Audio/Music.mixer"}'
unity-cli raw play_game --json '{}'
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-audio-setup of akiojin/unity-cli.

  • SKILL.md
  • references/audio-workflow.md
  • references/runtime-checklist.md

Open the folder on GitHubat commit 7f45d7a

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Works with

Questions about Unity Audio Setup

What does Unity Audio Setup do?

Configure Unity audio with unity-cli. An agent skill from akiojin/unity-cli. Unity Audio Setup is an agent skill from akiojin/unity-cli. Configure Unity audio with unity-cli.

When should I use Unity Audio Setup?

Unity Audio Setup fits situations like: the user asks to connect AudioClip import settings; audioMixer groups and exposed volume; audioSource routing with Play Mode playback verification; import settings alone.

How do I install Unity Audio Setup in Claude Code?

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

How do I install Unity Audio Setup in Codex?

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

Can I use Unity Audio Setup 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-audio-setup -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-audio-setup, .gemini/skills/unity-audio-setup, .github/skills/unity-audio-setup and .opencode/skills/unity-audio-setup in your project.

What does Unity Audio Setup need to run?

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

Does Unity Audio Setup 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 Audio Setup 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 Audio Setup use?

Unity Audio Setup 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 Audio Setup use?

About 1.4k tokens (SKILL.md is roughly 5.8k 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 2.9k tokens, read only when the agent opens those files.

What are the alternatives to Unity Audio Setup?

Skills that share tags, products or a category with Unity Audio Setup: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 275 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 Audio Setup?

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.