sprite-editor — Claude Code skill for Unity sprites
Rewrites Unity sprite rects, borders, pivots and slicing by generating C# snippets that run inside a live Editor.
npx skills add Unity-Technologies/skills --skill sprite-editor -a claude-codeWhat sprite-editor does
Sprite metadata — rects, borders, pivots, outlines — sits inside the importer, not in a file you can open. Reaching it means running C# against a connected Editor through the eval command. The skill builds snippets around ISpriteEditorDataProvider and handles TextureImporter, PSBImporter and custom importers.
You need a reachable Editor with the com.unity.pipeline package, and eval has to appear in the command catalog — whether it does depends on the package version. The unity-cli skill covers CLI installation and connection checks. No Editor means no operation: editing a .meta file by hand is off the table, since the importer owns that data and a manual change corrupts it.
Every generated script follows the Safe Core Pattern with mandatory capability checks: EditSpriteName, EditSpriteRect, EditBorder, EditPivot, CreateAndDeleteSprite. A failed check stops the operation. Snippets arrive as a statement block, so using directives are rejected and types must be fully qualified — otherwise you get CS0210, CS0246 or CS0104.
What it helps with
- change a sprite pivot without opening the Sprite Editor window
- slice a sprite sheet into separate rects
- set nine-slice borders on a sprite
- refresh outlines through
ISpriteOutlineDataProvider - rename a sprite inside the importer
Example prompts for the agent
- Set the pivot on
hero_idleto bottom center - Slice
tiles.pnginto a grid and set the borders - Update the outlines on
button_bg
How to install sprite-editor
1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill sprite-editor -a claude-code2Manually: put the files in place
~/.claude/skills/sprite-editor/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/sprite-editor/
1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill sprite-editor -a codex2Manually: put the files in place
.agents/skills/sprite-editor/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill sprite-editor -a cursor2Manually: put the files in place
.cursor/skills/sprite-editor/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install Unity-Technologies/skills sprite-editor2Manually: put the files in place
.github/skills/sprite-editor/SKILL.md1Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill sprite-editor -a gemini-cli2Platform CLI
gemini skills install https://github.com/Unity-Technologies/skills --path skills/sprite-editorManually: put the files in place
.devin/skills/sprite-editor/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add Unity-Technologies/skills --skill sprite-editor -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about sprite-editor
How do I install sprite-editor in Claude Code?
Run npx skills add Unity-Technologies/skills --skill sprite-editor -a claude-code. The skill lands at ~/.claude/skills/sprite-editor/SKILL.md.
What does sprite-editor do?
It generates C# scripts that edit Unity sprite metadata: rects, borders, pivots, outlines and slicing. The scripts run through eval in a connected Editor.
Why not edit the .meta file directly?
The importer owns sprite metadata. Hand-editing a .meta file skips the capability checks and corrupts the data, so an unreachable Editor is a stop rather than a cue to improvise.