agency-unity-editor-tool-developer

Automate Unity Editor tooling for asset import and build validation.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/omeraltn/ice_cream_website_testing --skill agency-unity-editor-tool-developer-omeraltn
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-unity-editor-tool-developer
Source: https://github.com/omeraltn/ice_cream_website_testing/tree/main/.antigravity/agency-unity-editor-tool-developer
Command: npx skills add https://github.com/omeraltn/ice_cream_website_testing --skill agency-unity-editor-tool-developer-omeraltn

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The Unity Editor frequently requires repetitive manual checks and edits that waste engineering and art time and allow import and build issues to slip into QA; this Skill automates editor tooling to reduce manual work and catch errors earlier.

Core Features & Use Cases

  • EditorWindow Tools: Build audit and utility windows that surface project state and let teams fix issues without leaving the Editor.
  • AssetPostprocessor Enforcement: Enforce import settings, naming conventions, resolution budgets, and platform-specific compression rules at import time.
  • PropertyDrawer & Build Validation: Provide safer inspector UIs, ensure prefab-friendly property handling, and run pre-build validators that fail builds on policy violations.
  • Use case: Run an Asset Auditor to find oversized textures, auto-clamp import settings for UI assets, and block CI builds when critical import rules are violated.

Quick Start

Ask the agent to scan the project for oversized textures and produce an actionable report listing affected file paths and recommended import settings.

Frequently Asked Questions about agency-unity-editor-tool-developer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate Unity Editor workflows to catch import and build errors?

Automate Unity Editor workflows using AssetPostprocessor import rules and pre-build validation to enforce naming conventions, platform compression, and resolution budgets, blocking builds when critical policies are violated.

How do I enforce texture import settings and naming conventions automatically in Unity?

Enforce texture import settings automatically in Unity by applying AssetPostprocessor rules that validate resolution budgets, auto-clamp UI asset compression, and enforce naming conventions at import time to reduce manual asset handling.

Can I run headless Unity build validation in CI to fail builds on policy violations?

Yes, you can run CI-friendly headless validation in Unity by executing pre-build validators that check for policy violations like oversized textures or incorrect import settings, failing the build automatically if critical rules are breached.

What is the best way to build a custom Unity EditorWindow for auditing project assets?

The best way to build a Unity EditorWindow for asset auditing is to create a custom UI that surfaces project state, lists affected file paths for oversized textures, and provides actionable recommendations for fixing import settings without leaving the Editor.

Why do I need asmdef separation for Unity Editor tools and PropertyDrawers?

You need asmdef separation for Unity Editor tools to enforce editor-only execution, ensuring that EditorWindow scripts, PropertyDrawer inspectors, and AssetPostprocessor logic do not compile into player builds and cause runtime errors.

Does Unity AssetPostprocessor support idempotent import rules and Undo progress UX?

Yes, Unity AssetPostprocessor supports idempotent import rules to prevent duplicate processing on reimport, alongside Undo and progress UX implementations to ensure safe, trackable editor tooling operations within the development environment.