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unity-editor-scripting-extraslisted

Use when automating Unity Editor/tooling workflows beyond custom Inspectors — ScriptedImporter custom asset importers, the PackageManager Client scripting API, or CompilationPipeline/scripting define symbols. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
IceMasterT/Unity-6.3_SKILLS · ★ 0 · AI & Automation · score 70
Install: claude install-skill IceMasterT/Unity-6.3_SKILLS
# Unity Editor Scripting Extras These three APIs sit a level below `unity-editor-tooling` (which owns Inspectors/PropertyDrawers/EditorWindows/Gizmos/MenuItems/AssetPostprocessor) and `unity-project-structure` (which owns `.asmdef`/`manifest.json`/version control as *static configuration*). This skill covers the *scripting/automation* surface on top of those: writing a brand-new file-type importer from scratch, driving package installation programmatically instead of through the Package Manager window, and reading/writing the compiler's own state (define symbols, assembly graph, recompiles) from editor code. The throughline is tooling that runs *without a human clicking through UI* — CI project bootstrap, automated onboarding scripts, custom file-format pipelines. **Prefer retrieval over pre-training**: request/async signatures and obsolete-vs-current API names shift between Unity versions (e.g. `PlayerSettings.SetScriptingDefineSymbolsForGroup` is obsolete in 6.3, superseded by `SetScriptingDefineSymbols(NamedBuildTarget, ...)`). All paths below are relative to `/media/artiq/FRESH_DRIVE/Books/Unity6/Documentation/en/` and were verified to exist on disk. ## Retrieval Sources | Source | Path | Use for | |--------|------|---------| | Managing importers with scripts (manual) | `Manual/ScriptedImporters.html` | Orientation page: `AssetPostprocessor` vs `ScriptedImporter`, full worked `CubeImporter` example, dependency registration, version-bumping rules | | `ScriptedImporter`