Manage Sprite Atlas
Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant...
Install
npx skills add Unity-Technologies/skills --skill manage-sprite-atlas -g -a claude-code -y- Repository
- Unity-Technologies/skills1.2k
- Category
- Engineering
- Updated
- 5d ago
- License
- See repository
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Manages SpriteAtlas assets through a prebuild pipeline, covering master and variant atlases, packing settings, and platform overrides. Use when asked to create or optimize sprite atlases.
Unity SpriteAtlas V2
Provides editor-safe procedural knowledge for scripting atlases in Unity projects. V2 enforces strict separation between editor authoring and runtime access.
⚠ Critical V2 Principle:
SpriteAtlasis runtime-only.SpriteAtlasAssetis editor-only. Never mix contexts. Always use V2.
🚨 CRITICAL: Required Checks and User Inputs Before Implementation
ALWAYS perform these checks and ask these questions BEFORE generating any code:
Read the shipped resources before writing code (REQUIRED)
This skill ships working C# under resources/, and the atlas code that goes wrong is almost always
code written without reading it first. Open the files for the path you are taking, then write.
| Taking this path | Read first |
|---|---|
| Any atlas work at all | resources/authoringvsruntime.cs, references/common-errors.md |
| Prebuild generation (the default) | resources/spriteatlasprebuildgenerator.cs, resources/enablespritepacking.cs, resources/savespriteatlasasset.cs |
| Option B, Addressables late-binding | resources/buildaddressablespostprocess.cs, resources/spriteatlaslatebinding.cs, resources/handlelatebinding.cs |
| Anything that might use an older API | resources/deprecatedmethods.cs, resources/dontscriptspriteatlasineditor.cs, resources/dontpackinruntimebuilds.cs |
