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sprite

Manage sprite import settings, slice sprite sheets, assign sprites to renderers, and create or pack sprite atlases in Unity.

Instructions

Manage Unity Sprites and SpriteAtlases. Actions:

  • get_info: Get sprite import settings and sub-sprites

  • list: List sprite assets in a folder

  • set_import_settings: Configure texture type, pixels per unit, filter, compression

  • slice: Slice a sprite sheet into multiple sprites (grid mode)

  • get_sprite_renderers: List all SpriteRenderer components in scene

  • set_sprite: Set the sprite on a SpriteRenderer

  • get_atlases: List SpriteAtlas assets

  • create_atlas: Create a new SpriteAtlas

  • add_to_atlas: Add sprites/folders to a SpriteAtlas

  • pack_atlas: Pack a SpriteAtlas for the active build target

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
aNoAlpha (0-1)
bNoBlue (0-1)
gNoGreen (0-1)
rNoRed (0-1)
actionYesSprite action to perform
folderNoFolder to search (default: Assets)
offsetXNoGrid offset X
offsetYNoGrid offset Y
paddingNoAtlas padding in pixels
objectIdNoInstance ID of a GameObject
paddingXNoGrid padding X
paddingYNoGrid padding Y
assetPathNoPath to the sprite/texture asset
atlasPathNoPath to a SpriteAtlas asset
cellWidthNoGrid cell width in pixels
sliceModeNoSlice mode: grid
cellHeightNoGrid cell height in pixels
filterModeNopoint, bilinear, or trilinear
objectPathNoHierarchy path of a GameObject with SpriteRenderer
spriteModeNosingle, multiple, or polygon
spritePathNoPath to a sprite asset to assign
compressionNonone, low, normal, or high
spritePathsNoComma-separated sprite paths to add to atlas
textureTypeNosprite or default
pixelsPerUnitNoPixels per unit
enableRotationNoAllow rotation in atlas packing
maxTextureSizeNoMax texture size (e.g. 1024, 2048)
enableTightPackingNoEnable tight packing
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The description lists both read actions (get_info, list) and write actions (set_import_settings, create_atlas, etc.), which aligns with the annotation readOnlyHint=false. However, it does not disclose potential side effects (e.g., destructive slicing, permanent atlas packing) or prerequisites (e.g., asset existence). The behavioral traits are implied but not explicitly stated.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is well-structured with a clear opening sentence followed by a bulleted list of actions. It is front-loaded with the purpose. While the list is long, it efficiently conveys all capabilities without unnecessary words. A minor improvement would be to group read and write actions, but overall it is appropriately sized.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's complexity (28 parameters, no output schema, 10 actions), the description is incomplete. It does not explain return values for any action, nor does it provide workflow examples or context on when each action is appropriate. The list of actions alone is insufficient for an agent to understand usage patterns.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The input schema has 100% coverage (all 28 parameters have descriptions), so the schema alone provides parameter meaning. The tool description adds no extra parameter details—it only lists actions, which correspond to the action enum already in the schema. Thus it meets the baseline expectation but adds no additional value.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool's purpose: 'Manage Unity Sprites and SpriteAtlases.' It then lists ten specific actions covering read and write operations, which leaves no ambiguity about what the tool does. It distinguishes itself from sibling tools by being the only sprite-focused tool among many.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implicitly defines usage by listing all sprite-related actions, suggesting the tool is for any sprite or atlas operation. However, it provides no explicit guidance on when to use this tool versus alternatives like 'asset_import' for texture imports, nor does it specify when not to use it (e.g., for non-sprite textures).

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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