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Installation & Compatibility

Requirements

Unity 6000.3 LTS (6.3). Supported by Unity until December 2027.
Dependencies None. SKINT uses only UnityEngine, UnityEditor and the BCL.
Platforms Editor only — Windows, macOS, Linux
Render pipeline Irrelevant. SKINT draws IMGUI editor UI and touches no pipeline.

SKINT makes no network requests, collects no data and contains no telemetry.

Installing

Copy the Skint folder anywhere into your project. Assets/Skint/ is the convention, but the location is not fixed — SKINT locates itself at runtime from its own assembly definition, so presets are read and written relative to wherever you put it.

Why it is a folder, not a package

SKINT is distributed as a folder you copy in, not as a UPM package. That is a deliberate choice, consistent across these tools, and not a stage on the way to one. The self-locating install exists so that copying the folder somewhere unexpected works, rather than half-working with presets silently saving to the wrong place.

Confirming it worked

Open Window ▸ Skint ▸ Theme Designer. You should get a window with colour fields grouped into sections, a Spacing group, and preset management along the bottom with ten presets in the dropdown.

If the menu is missing, the assembly has not compiled. Check the Console.

Editor-only, and how that is guaranteed

SKINT's assembly definition is editor-only:

{
  "name": "RevGaming.Skint.Editor",
  "includePlatforms": ["Editor"]
}

That keeps every SKINT type out of player builds. It is also verified rather than assumed — the build check refuses to pass if any Skint* assembly reaches the player, and the shipped Assembly-CSharp.dll is confirmed to contain no SKINT symbols.

Keep the assembly definition

If you delete RevGaming.Skint.Editor.asmdef, SKINT's sources fall back into Assembly-CSharp and start compiling into your player build — where the UnityEditor references they carry will fail. The asmdef is not optional scaffolding.

A thing worth knowing about EditorPrefs

The active theme lives in EditorPrefs, under Skint_CustomTheme_Dark or Skint_CustomTheme_Light depending on Unity's editor skin.

EditorPrefs is global to your Unity installation, not per project. The active theme is therefore shared across every project you open in the same Unity version. That is usually what people want from an editor theme, but it does mean changing it in one project changes it in all of them.

Presets, by contrast, are files inside the package, so they travel with the project.

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