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- Besty0728/Unity-Skills
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- 2026년 8월 23일 07:38
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-material명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
Automate the Unity Editor through a local REST API — create and edit scripts, build scenes and prefabs, manage assets/materials/lighting, run tests, and drive hundreds of Editor operations across modules. Use when the user wants to actually operate the Unity Editor from chat — create or modify GameObjects/scripts/scenes/assets, batch-edit, or run Editor automation — in any language. Not needed for conceptual Unity Q&A that touches no Editor state — read the matching advisory doc under skills/ instead. 当用户要从对话里实际操作 Unity 编辑器(创建/修改/批量编辑/运行测试)时使用,任何语言均可触发;纯概念问答无需本协议。
Unified batch and async-job orchestration
Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc.
SKILL.md 표시 중
| name | unity-material |
| description | Edit material and shader properties across Built-in/URP/HDRP |
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
BATCH-FIRST: Use
*_batchskills when operating on 2+ objects/materials.
material_create, material_create_batch, material_assign, material_assign_batch, material_duplicate, material_set_color / _emission / _texture / _float / _int / _vector / _keyword / _render_queue / _shader / _texture_offset / _texture_scale / _gi_flags, and the *_batch variants) need user grant; grant triggers a single server-side execution that returns the result.material_get_properties, material_get_keywords) are SkillMode.SemiAuto — they run in all three modes without grant.asset module.DO NOT (common hallucinations):
material_set_metallic / material_set_smoothness do not exist → use material_set_float with propertyName="_Metallic" or "_Glossiness" (Standard) / "_Smoothness" (URP)material_set_color r/g/b/a range is 0–1, not 0–255material_set_property does not exist → use the specific setter: material_set_float, material_set_int, material_set_vector, material_set_colormaterial_get_color does not exist → use material_get_properties (returns all properties including colors)Routing:
material_set_shader (this module)material_set_texture_scale / material_set_texture_offset⚠️ Targeting a GameObject edits the material asset, not that one object. There is no per-object material instance here: every
material_set_*resolves a GameObject torenderer.sharedMaterialand writes the asset on disk — an asset mutation, not a scene edit, whatever the individual skill's declared flags say. A freshly created primitive carries Unity's built-inDefault-Material, somaterial_set_color(name="Cube")recolours every object in the project still using it — the classic "I coloured one cube and the whole scene changed" bug. Target by GameObject name only after confirming that object owns a material nobody else shares (material_get_properties→materialPathnames the asset that would be written).
Safe route for "make this object red" — create, colour the asset by path, then assign:
unity_skills.call_skill("material_create", name="Red", savePath="Assets/Materials")
unity_skills.call_skill("material_set_color", path="Assets/Materials/Red.mat", r=1, g=0, b=0)
unity_skills.call_skill("material_assign", name="Cube", materialPath="Assets/Materials/Red.mat")
Object Targeting: Most single-object skills accept
name(GameObject name) orpath. Behaviour ofpath:
- In
material_set_*/material_get_*(color/emission/texture/float/int/vector/keyword/shader/render_queue/gi_flags/properties),pathmay be either a GameObject hierarchy path or a material asset path likeAssets/Materials/X.mat— the skill auto-detects (paths starting withAssets/or ending with.matare treated as material assets).- In
material_assign,pathis a GameObject hierarchy path only; the material to assign goes in the separatematerialPathparameter.
| Single Object | Batch Version | Use Batch When |
|---|---|---|
material_create | material_create_batch | Creating 2+ materials |
material_assign | material_assign_batch | Assigning to 2+ objects |
material_set_color | material_set_colors_batch | Setting colors on 2+ objects |
material_set_emission | material_set_emission_batch | Setting emission on 2+ objects |
No batch needed:
material_set_texture - Set texturematerial_set_texture_offset / material_set_texture_scale - Texture tilingmaterial_set_float / material_set_int / material_set_vector - Set propertiesmaterial_set_keyword - Enable/disable shader keywordsmaterial_set_render_queue - Set render queuematerial_set_shader - Change shadermaterial_set_gi_flags - Set global illumination flagsmaterial_get_properties / material_get_keywords - Query propertiesmaterial_duplicate - Duplicate materialCreate a new material (auto-detects render pipeline).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | Yes | - | Material name |
shaderName | string | No | auto-detect | Shader (auto-detects URP/HDRP/Standard) |
savePath | string | No | null | Save path (folder or full path) |
Create multiple materials.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name, path}]}
unity_skills.call_skill("material_create_batch", items=[
{"name": "Red", "savePath": "Assets/Materials"},
{"name": "Blue", "savePath": "Assets/Materials"},
{"name": "Green", "savePath": "Assets/Materials"}
])
Assign material to object's renderer.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | Instance ID |
path | string | No* | GameObject hierarchy path |
materialPath | string | Yes | Material asset to assign (e.g. Assets/Materials/X.mat) |
Assign materials to multiple objects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, gameObject, material}]} — each item echoes gameObject (the object name) and material (the assigned asset path); failures come back as {error, target}.
unity_skills.call_skill("material_assign_batch", items=[
{"name": "Cube1", "materialPath": "Assets/Materials/Red.mat"},
{"name": "Cube2", "materialPath": "Assets/Materials/Blue.mat"}
])
Set material color with optional HDR intensity.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | - | Material asset path |
r, g, b | float | No | 1 | Color (0-1) |
a | float | No | 1 | Alpha |
propertyName | string | No | auto-detect | Color property |
intensity | float | No | 1.0 | HDR intensity (>1 for bloom) |
Returns: {success, target, color, intensity, propertyUsed, hdrEnabled}. Auto-detection tries the pipeline's property first, then _BaseColor, _Color, _TintColor, _EmissionColor, and propertyUsed reports which one it actually wrote — check it before concluding a colour "didn't apply".
Set colors on multiple objects. Each item accepts: identifier (name/instanceId/path) + r, g, b, a, optional per-item propertyName.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of {name|instanceId|path, r, g, b, a} per-item objects (see example below) |
propertyName | string | No | auto-detect | Default color property applied to all items unless overridden |
Returns: {success, totalItems, successCount, failCount, results: [{target, success}]} — the per-item key is target (GameObject name, or the path when you addressed the asset), not name; failures come back as {error, target}.
unity_skills.call_skill("material_set_colors_batch", items=[
{"name": "Cube1", "r": 1, "g": 0, "b": 0},
{"name": "Cube2", "r": 0, "g": 1, "b": 0},
{"name": "Cube3", "r": 0, "g": 0, "b": 1}
])
Set emission color with auto-enable keyword.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | - | Material asset path |
r, g, b | float | No | 1 | Emission color (0-1) |
intensity | float | No | 1.0 | HDR intensity (>1 for bloom) |
enableEmission | bool | No | true | Auto-enable _EMISSION keyword |
Set emission on multiple objects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of per-item objects (see example below) |
Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}
unity_skills.call_skill("material_set_emission_batch", items=[
{"name": "Neon1", "r": 1, "g": 0, "b": 1, "intensity": 5.0},
{"name": "Neon2", "r": 0, "g": 1, "b": 1, "intensity": 5.0}
])
Set material texture.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | - | Material asset path |
texturePath | string | Yes | - | Texture asset path |
propertyName | string | No | auto-detect | Texture property |
Set a float property on a material.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
propertyName | string | Yes | Property name |
value | float | Yes | Value |
Set an integer property on a material.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
propertyName | string | Yes | Property name |
value | int | Yes | Value |
Enable/disable shader keywords.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | - | Material asset path |
keyword | string | Yes | - | Keyword name |
enable | bool | No | true | Enable or disable |
Common Keywords: _EMISSION, _NORMALMAP, _METALLICGLOSSMAP, _ALPHATEST_ON, _ALPHABLEND_ON
Get all material properties.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
Returns: {success, target, materialPath, shader, renderQueue, keywords, giFlags, properties: {...}}
properties is a dictionary of five typed groups, not a flat list: colors, floats, vectors, textures, integers. Each group is an array of {name, description, value} (floats also carry min/max; a texture's value is the texture's name or null). So a property lookup is properties.colors[i].name, never properties[i].
materialPath is the asset path of the material actually inspected, and it is only ever a path you can feed straight back in. It is "" for a built-in material, and also "" for a material embedded in another asset such as an .fbx: that material does have a containing file, but the file's main asset is a GameObject rather than a Material, so handing the .fbx path back would fail with "material not found". An empty materialPath therefore means "this material cannot be addressed by path" — resolve it through its GameObject instead, and do not synthesise a path from the model's. Read it whenever you resolved the material through a GameObject: a non-empty value is the file a subsequent material_set_* on that object would write.
Get all enabled shader keywords on a material.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
Returns: {success, target, materialPath, shader, enabledKeywords, commonKeywordStatus} — materialPath is the resolved asset path of the material actually inspected (same guarantee as material_get_properties: "" for a built-in material, and "" for one embedded in another asset such as an .fbx, because that container's path is not feedable back in), and commonKeywordStatus is a {keyword, enabled} array covering the 14 usual suspects, so an absent keyword is distinguishable from an unchecked one.
Duplicate a material asset.
| Parameter | Type | Required | Description |
|---|---|---|---|
sourcePath | string | Yes | Source material path |
newName | string | Yes | Name for the duplicated material |
savePath | string | No | Optional folder/path override for the duplicated material |
Change the shader of a material.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
shaderName | string | Yes | Shader name |
Set a Vector4 property on a material.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
propertyName | string | Yes | Property name |
x, y, z, w | float | Yes | Vector components |
Set texture offset (tiling position).
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
propertyName | string | No | Texture property name |
x, y | float | Yes | Offset values |
Set texture scale (tiling).
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
propertyName | string | No | Texture property name |
x, y | float | Yes | Scale values |
Set material render queue.
| Parameter | Type | Required | Description |
|---|---|---|---|
name | string | No* | GameObject name |
instanceId | int | No* | GameObject instance ID |
path | string | No* | Material asset path |
renderQueue | int | Yes | Render queue value |
Set material global illumination flags.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
name | string | No* | - | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | - | GameObject hierarchy path or material asset path |
flags | string | No | RealtimeEmissive | GI flags: None / RealtimeEmissive / BakedEmissive / EmissiveIsBlack / AnyEmissive |
import unity_skills
# BAD: 6 API calls
unity_skills.call_skill("material_create", name="Mat1", savePath="Assets/Materials")
unity_skills.call_skill("material_create", name="Mat2", savePath="Assets/Materials")
unity_skills.call_skill("material_set_color", path="Assets/Materials/Mat1.mat", r=1, g=0, b=0)
unity_skills.call_skill("material_set_color", path="Assets/Materials/Mat2.mat", r=0, g=0, b=1)
unity_skills.call_skill("material_assign", name="Cube1", materialPath="Assets/Materials/Mat1.mat")
unity_skills.call_skill("material_assign", name="Cube2", materialPath="Assets/Materials/Mat2.mat")
# GOOD: 3 API calls
unity_skills.call_skill("material_create_batch", items=[
{"name": "Mat1", "savePath": "Assets/Materials"},
{"name": "Mat2", "savePath": "Assets/Materials"}
])
unity_skills.call_skill("material_set_colors_batch", items=[
{"path": "Assets/Materials/Mat1.mat", "r": 1, "g": 0, "b": 0},
{"path": "Assets/Materials/Mat2.mat", "r": 0, : , : }
])
unity_skills.call_skill(, items=[
{: , : },
{: , : }
])
Skills auto-detect and adapt to your render pipeline:
| Pipeline | Default Shader | Color Property | Texture Property |
|---|---|---|---|
| Built-in | Standard | _Color | _MainTex |
| URP | Universal Render Pipeline/Lit | _BaseColor | _BaseMap |
| HDRP | HDRP/Lit | _BaseColor | _BaseColorMap |
URP Lit exposes both
_BaseColorand a legacy_Color, and only_BaseColoris authoritative.material_get_propertieslists both, but writing_BaseColordoes not update the_Colorentry — a verification pass that reads_Colorwill report the old colour and look like a failed write. Compare against_BaseColor, and trust the setter'spropertyUsedfield over your own guess about which property was involved. Only passpropertyNameexplicitly when auto-detection picked the wrong one.
path="Assets/.../X.mat"): it states exactly which asset changesmaterial_get_propertiesExact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|---|---|
TARGET_NOT_FOUND | The material asset, GameObject/renderer, shader, texture, or property could not be found (e.g., Material asset not found, No Renderer component found, Shader not found). | Verify the asset path with asset_find, the object with gameobject_find, or inspect available properties with material_get_properties. |
MISSING_PARAM | A required parameter is missing, such as materialPath, sourcePath, texturePath, propertyName, keyword, or shaderName. | Supply the parameter named in the error and retry; use mode=dryRun for the full schema. |
SEMANTIC_INVALID | An invalid value was supplied, such as an unrecognized GI flag, an invalid asset path, or a property name the shader does not use. | Correct the value using the allowed range/enum/path convention described in the error. |