unity-pixel-artlisted
Install: claude install-skill Xenoneqq/unity-ai-skills
# Unity pixel art
When a project has no art and nothing may be downloaded, generated pixel art is the fastest way
to something readable and on-style. The rule that makes it work: **the code is the art source.**
A PNG is output. Every asset comes from a committed builder with a fixed seed, so it can be
regenerated from a fresh clone, and every change ("darker", "more pebbles", "fatter outline")
is an edit to the recipe and a rerun, never a hand-painted fix that the next run erases.
**The project outranks this file.** If it already has art, a palette, a pixels-per-unit value or
an art folder, match them. If a person wants to hand-paint over a generated file, the builder
stops owning that file (`unity-scene-habits`, `references/builders.md`).
This skill makes the pixels and their import settings. Making them render crisp on screen, such
as a pixel-perfect camera or matching the camera's resolution to the art, is camera and pipeline
work, not this skill's.
## 1. Probe the project
```bash
PV=$(find . -path '*/ProjectSettings/ProjectVersion.txt' -not -path '*/Library/*' -print -quit)
ROOT=$(dirname "$(dirname "$PV")")
echo "pngs: $(find "$ROOT/Assets" -iname '*.png' | wc -l)"
grep -rhoE 'filterMode: [0-9]|spritePixelsToUnits: [0-9.]+' "$ROOT/Assets" --include='*.png.meta' \
| sort | uniq -c | sort -rn | head
find "$ROOT/Assets" -type d \( -iname 'Builders' -o -iname 'Generated' \) -not -path '*/Library/*'
ls "$ROOT"/UI_STYLE.md 2>/dev/null
```
- **Existing art.** Its resolu