Advanced¶
You've done the core loop and the workflows — this section is for the systems that sit around the capture: driving Snap from scripts and CI, carrying a studio setup between projects, tuning behaviour once, and the pipeline-specific details that decide whether an export comes out the way the preview promised.
Nothing here is a gate. Every page describes power that's already surfaced — these are the keys; the driving is still yours.
Read the workflows first
These pages assume you already know the interactive capture loop. If a term like directional preset or game-ready output is new, start in Workflows and come back — the automation here just replays those same captures without the window.
In this section¶
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Headless Capture API & Job Runner — drive captures from your own editor scripts or a
-batchmodecommand line. Describe the work in a JSON job file and run it from a menu item or CI, no window required. -
Settings Profiles — snapshot your whole configuration (camera, lighting, background, post-processing, theme, quick-export, preferences) to a portable
.jsonand import it into another project or share it with a teammate. -
Preferences — the behaviour window: hotkeys, preview and export performance toggles (including FX-Safe Preview Capture), opt-in session restore, and scoped reset-to-defaults.
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Render Pipeline Notes — how Snap detects and routes the active pipeline (Built-in / URP / HDRP), the URP alpha trap and its one-time warning, HDRP volume requirements on Unity 6, and Built-in caveats.
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Prefab Metadata — tag prefabs by type (Character, Environment, Props) so the prefab browser's Prefab Type filter can narrow a big library. Optional library organisation, applied in bulk from a manager window.
Next steps¶
- Automating a set of icons or a character's angles? Start with Headless Capture API & Job Runner, then see Batch Export for the interactive equivalent.
- Moving a look you like to another project? Settings Profiles.
- Still on the interactive path? Back to Your First Sprite.