# Audio Setup Mixers

Routes Audio Sources into existing Audio Mixer Groups, classifying each source by what...

- Repository: https://github.com/Unity-Technologies/skills (1197 stars)
- Category: Media
- License: see repository
- Last updated: 2026-10-30
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add Unity-Technologies/skills --skill audio-setup-mixers -g -a claude-code -y`
Codex: `npx skills add Unity-Technologies/skills --skill audio-setup-mixers -g -a codex -y`
Cursor: `npx skills add Unity-Technologies/skills --skill audio-setup-mixers -g -a cursor -y`
Gemini CLI: `npx skills add Unity-Technologies/skills --skill audio-setup-mixers -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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 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, so a
  healthy install can still lack it, if it's missing, say so and stop.
- **Do not fall back to editing `.mixer` files 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.

The rest: https://github.com/Unity-Technologies/skills/blob/HEAD/skills/audio-setup-mixers/SKILL.md
