Audio Setup Mixers
Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what...
Install
npx skills add Unity-Technologies/skills --skill audio-setup-mixers -g -a claude-code -y- Repository
- Unity-Technologies/skills1.2k
- Category
- Media
- Updated
- 5d ago
- License
- See repository
- Context cost
- Mediumabout 1,802 tokens
- Runs scripts
- No, instructions only
What it does
Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in.
Audio Mixer Setup
Routing an Audio Source to a mixer group is a scene edit that only a running Editor can make, so this skill needs a live Editor it can execute C# in. Step 0 establishes that before anything else.
What this skill automates, and what it hands back to you. Inspecting mixers and routing Audio Sources into groups is entirely public Unity API, and that is the tedious part, walking dozens of sources and classifying them by what they play. Creating a mixer or a group has no public API; it exists only on types Unity does not commit to keeping stable. So this skill will not create groups behind your back. It inventories what exists, proposes the routing, asks you to add any missing group in the Audio Mixer window, and then does all the routing itself.
That is a deliberate limit, not a gap to work around. Do not reach for reflection to
create groups, and do not hand-edit a .mixer file, mixer structure is not safely
authorable blind.
Step 0: Confirm you can run C# in the Editor
Every C# step below runs inside a live Editor through the Unity CLI. 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
script evalin particular, not just a reachable Editor. Confirm it appears in the catalog. Its presence depends on the Pipeline package version, not on the CLI, so a healthy install can still lack it, if it's missing, say so and stop. - Do not fall back to editing
.mixerfiles by hand. Mixer routing is not safely authorable blind, so an unreachable Editor is a stop, not a cue to improvise.
Once script eval is available, that is how each C# step below runs.


