Is there a quick way to unwrap an image texture onto a complex mesh? Just like the topic title says, does anyone know if there is a quick way to unwrap an image texture onto a complex mesh?

Is marking seams and manually placing the UV islands the only way to go?

I have a Foosball table and associated image texture (attached below) and it doesn’t line up. What's strange is when you download the model and import it, some edges are highlighted a neon blue color. Could it be that I'm supposed to mark those edges as seams? That seems really inefficient.

The Mesh:
https://sketchfab.com/3d-models/foosball-table-1303a318d4584639acef729b9fd296fc

The Resized Image Texture
I downloaded the file myself and checked, the folder contained another zip file in the source folder with the fbx and textures, those i used. The png files in the texture folder seem no different, except their size due to the file-format, up to you which you wanna use.

In Blender, after importing, the last object in the outliner (marked red in the picture) got a new material and i used the Albedo, Roughness, Metallic and Normal textures as "Image Texture" nodes.
The use of the "Texture Coordinate" and "Mapping" nodes are not needed for this to work, just used to use them. Added a picture to show that it's working even without the "Mapping" node.

The uv-coordinates are fine and all there. The textures align as well.
The picture shows the Object with it's textures applied.