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sprite-editor

Edits Unity sprite properties by generating C# editor scripts using ISpriteEditorDataProvider APIs. Handles sprite rectangles, borders, pivots, outlines, and slicing operations (automatic, grid, isometric). Use when working with sprite assets, sprite sheets, texture atlases, or sprite slicing.

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MinesReborn/Fodislop스타 4(GitHub 4 + cccskills 0)
연동 도구Unity

실행 점수 미검증

설치 방법 보기

포함된 파일(13)

  • SKILL.md3.6 KB
  • references/api_reference.md5.9 KB
  • references/background.md4.0 KB
  • references/templates.md2.8 KB
  • scripts/AutomaticSliceTexture.cs2.2 KB
  • scripts/GenerateNewSpriteRects.cs8.6 KB
  • scripts/GetTextureSourceImageSize.cs1.3 KB
  • scripts/GetTextureToSlice.cs2.6 KB
  • scripts/GridSliceTexture.cs2.4 KB
  • scripts/IsometricSliceTexture.cs6.8 KB
  • scripts/README.md4.7 KB
  • scripts/SetPivotExample.cs2.5 KB
  • scripts/SpriteToPng.cs3.0 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Sprite Editor

Sprite metadata (rects, borders, pivots, outlines) lives inside the importer, not in a file you can edit — reaching it means running C# through a live Editor.

The unity-cli skill owns getting you there — installing the CLI, confirming a connected Editor, adding the project's com.unity.pipeline package, telling a genuinely absent Editor apart from one stuck in Safe Mode, and discovering the Editor's command catalog. Follow it first; don't re-derive any of it here.

Two things it can't know for you:

  • You need eval in particular, not just a reachable Editor. Confirm it appears in the catalog — its presence depends on the Pipeline package version, not on the CLI.
  • Never hand-edit a .meta file to change sprite metadata. The importer owns that data and the capability checks below exist to prevent corruption, so an unreachable Editor is a stop, not a cue to improvise.

Run C# through the connected Editor with the eval command. Discover its parameter shape from unity command --format json rather than assuming one — the inline form is unity command eval --code '<snippet>', and some Pipeline versions also register eval_file for running a snippet from a file. Check the catalog before reaching for eval_file; it is frequently absent. unity command defaults to a 30 second timeout.

Generates C# editor scripts to manipulate Unity sprites using ISpriteEditorDataProvider. Works with TextureImporter, PSBImporter, and custom importers.

Passing C# to eval

eval compiles a statement block, not a file. Two consequences, both of which cause a compile error rather than a warning:

  • No using directives. The compiler reads using UnityEngine; as a resource-disposal statement and rejects it (CS0210).
  • Types must be fully qualified. A bare AssetDatabase or Volume does not resolve (CS0246 / CS0103), and a bare Object is ambiguous with object (CS0104).

Where a snippet below is written as a file — with usings, for readability, or because it is meant to be saved into the project — qualify the types before passing it to eval.

Workflow

All generated scripts must follow the Safe Core Pattern in references/templates.md, which includes MANDATORY capability checks. NEVER attempt operations if capability checks fail - this prevents data corruption. After execution, verify results in Unity console and Project window.

Common Operations

Modify Name/Rect/Border/Pivot: Update corresponding SpriteRect fields (see scripts/SetPivotExample.cs for pivot examples)

  • Requires: EditSpriteName, EditSpriteRect, EditBorder, or EditPivot

Add/Remove/Slice: Create or filter SpriteRect array (see references/background.md for Unity 2021.2+ requirements)

  • Requires: CreateAndDeleteSprite

Set Outlines: Get ISpriteOutlineDataProvider → Call SetOutlines() with GUID + Vector2 arrays

Important Notes

  • Do NOT use AssetPostprocessor or MenuItem patterns
  • Generate standalone snippets only — no AssetPostprocessor, no MenuItem
  • Enum assignments: Always use enum values and cast to numeric types. Never use raw numbers.
    • ✅ Correct: (int)SpriteAlignment.Center
    • ❌ Wrong: 1 (magic number)

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