unity-build-2d-content
Author Unity sprites, atlases and Tilemaps while preserving sprite identities, explicit tile rules and content-loading ownership.
SKILL.mdskills/unity-build-2d-content/SKILL.md
GitHubUnity Build 2D Content
When to use
Import or revise sprite sheets, pack atlases, author Tilemaps or RuleTiles, and configure pixel-perfect 2D presentation. Runtime HUD composition belongs to the UI owner; this skill owns its sprite content.
Activation and prerequisites
Run commands/resolve-engine.sh and commands/resolve-skill.sh unity-build-2d-content before edits or tool launches. Require an effective UNITY engine and an eligible skill, honoring task override evidence and output scope. Selecting this skill never selects an engine.
Inspect the actual Editor version, package manifest/lock, sprite importer, Tilemap/Extras and Pixel Perfect availability, atlas mode, build target and selected content-delivery system. Packages and external art are explicit project dependencies; do not install or fetch them implicitly.
Workflow
- Record source rights, dimensions, pixels per unit, pivot/border policy, texture/compression budgets and animation/UI consumers. Inspect existing
.metaand subasset references before changing imports. - Match retained sprite rectangles by stable authored identity. Preserve their
spriteID, name-to-file-ID mapping and asset GUID; allocate new IDs only for genuinely new sprites. Verify prefab, animation and UI references after reimport. Read sprite identity before automation. - Make atlas membership, variant settings, padding, filtering and platform overrides intentional. Separate Editor pack preview from built content. For deferred delivery, own every request callback, in-flight handle and retained atlas until consumers release it; read atlas lifetime.
- Author tile topology from the intended world rules. A silhouette, filename, sprite-sheet order or neighbor-count heuristic is insufficient to infer RuleTile adjacency. Define match priority, transforms, empty cells and collider behavior, then test representative neighborhoods. Use Tilemap and pixel presentation.
- Produce atlas/Addressables or bundle content for the selected platform before its dependent player build. Preserve an input/content hash relationship and check duplicate inclusion, missing catalogs and actual download/memory cost.
Verification
Check retained GUID/local-file-ID references through import, save and reload. Exercise tile edges, corners, holes and rotated matches against declared expected tiles. Test multiple outstanding atlas requests, a failed load, scene teardown during loading and re-entry; validate sprites in an actual player, including a content update. Review pixel scrolling, camera movement and UI scaling on target displays.
Output
Native-authored sprite/atlas/Tilemap assets, import and adjacency decisions, content-build ancestry, ownership rules and measured evidence. Record actual environment, expected/observed outcomes, and blocked/not-run checks. Editor packing or source inspection cannot certify player late binding, correct artistic topology or pixel stability.