Skip to main content
skill CX Codex

audio-setup-mixers — Claude Code skill: route Audio Sources into

Sorts Audio Sources in an open Unity project by what they play and assigns each one to an existing Audio Mixer group. Saves the slow pass over dozens of sources by hand.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Unity-Technologies/skills --skill audio-setup-mixers -a claude-code
Open on GitHub

What audio-setup-mixers does

The skill drives a live Unity Editor. Getting the connection up, installing the CLI, adding com.unity.pipeline and confirming the Editor is reachable belong to the unity-cli skill, which you run first. One check stays on you: eval has to be in the Editor's command catalog. A healthy install can still lack it, and without eval nothing here runs.

It opens by listing every mixer in the project with the names of its groups. Then it walks the scene's Audio Source components and picks a category from the clip's asset name: footsteps read as Foley, a gunshot as SFX, a menu theme as Music. When the clip tells you nothing, the GameObject name is the fallback. The proposed routing comes back to you for review before any assignment happens.

Mixers and groups are off limits for the skill, because Unity exposes no public API to create them and hand-editing .mixer files is not safe. You add whatever is missing in the Audio Mixer window; the skill spells out the exact group names, then re-reads the inventory to check the spelling before routing. The whole assignment pass sits in one undo step.

What it helps with

  • Assign dozens of Audio Sources to mixer groups in a single pass
  • Categorise a sound from its clip asset name or GameObject name
  • Review the routing plan before it touches the scene
  • Surface sources left without a group or pointing at a misspelled one

Example prompts for the agent

  • Route the Audio Sources in this scene into Audio Mixer groups and show me the plan first
  • List the sources that didn't get a group
  • Show every group across the project's mixers

How to install audio-setup-mixers

1Skills CLI (Vercel)

npx skills add Unity-Technologies/skills --skill audio-setup-mixers -a claude-code

2Manually: put the files in place

~/.claude/skills/audio-setup-mixers/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/audio-setup-mixers/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about audio-setup-mixers

How do I install audio-setup-mixers in Claude Code?

Run npx skills add Unity-Technologies/skills --skill audio-setup-mixers -a claude-code. The skill lands at ~/.claude/skills/audio-setup-mixers/SKILL.md.

What does audio-setup-mixers do?

It reads the Audio Source components in the scene, classifies each by the sound it plays and assigns the matching mixer group through the Editor. It never creates mixers or groups.

What does it need to run?

A connected Unity Editor with the com.unity.pipeline package and eval present in the command catalog, plus at least one mixer already in the project. You create any missing groups yourself in the Audio Mixer window.

Similar skills

Everything for Game dev and 3D: Unity, Unreal, Godot, Blender →

From the same set31

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor