Quick answer: Project Settings → Preset Manager → add preset, set Filter path. Or use AssetPostprocessor for code control.

You save TextureImporter settings as a Preset. Drop new sprites into Assets/Sprites/UI/. They import with default settings, not your preset.

The Fix

Project Settings → Preset Manager:
  + Add Default
    Preset Object:        UISpritePreset.preset
    Filter:               glob:Assets/Sprites/UI/**/*

// Or via AssetPostprocessor
public class SpritePresetApplier : AssetPostprocessor {
    void OnPreprocessAsset() {
        if (assetPath.StartsWith("Assets/Sprites/UI/")) {
            var preset = AssetDatabase.LoadAssetAtPath<Preset>(
                "Assets/Editor/UISpritePreset.preset");
            preset?.ApplyTo(assetImporter);
        }
    }
}

The Preset Manager handles common cases. Postprocessor handles per-team conventions (e.g., apply preset only when filename matches naming convention).

Verifying

Drop a new sprite. Inspector shows preset settings. Right-click Reimport: settings reapply.

“Preset registered. Filter scoped. Imports auto-tune.”

Related Issues

For Asset Pipeline V2 cache, see cache. For Addressables update, see content update.

Preset enrolled. Filter set. Imports auto-tune.