Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Edit material and shader properties across Built-in/URP/HDRP
$ npx skills add Besty0728/Unity-Skills --skill unity-material -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-material --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/material' .claude/skills/unity-material && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-material" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/material into .claude/skills/unity-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-material", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/materialType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Besty0728/Unity-Skills --skill unity-material -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-material --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/material' .agents/skills/unity-material && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-material" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/material into .agents/skills/unity-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-material", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Besty0728/Unity-Skills --skill unity-material -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-material --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/material' .cursor/skills/unity-material && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-material" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/material into .cursor/skills/unity-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-material", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Besty0728/Unity-Skills.git --path 'SkillsForUnity/unity-skills~/skills/material'--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Besty0728/Unity-Skills --skill unity-material -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-material --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/material' .gemini/skills/unity-material && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-material" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/material into .gemini/skills/unity-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-material", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Besty0728/Unity-Skills unity-materialInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Besty0728/Unity-Skills --skill unity-material -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/material' .github/skills/unity-material && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-material" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/material into .github/skills/unity-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-material", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Besty0728/Unity-Skills --skill unity-material -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Besty0728/Unity-Skills unity-material --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/material' .opencode/skills/unity-material && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-material" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/material into .opencode/skills/unity-material/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-material", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-materialEdit material and shader properties across Built-in/URP/HDRP
Unity Material is an agent skill from Besty0728/Unity-Skills. Edit material and shader properties across Built-in/URP/HDRP
Its SKILL.md is about 5.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 12a40e4. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are python).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Material loads about 5.5k tokens when it runs. Until then it costs about 19 tokens; SKILL.md has 2,080 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 2,080 words, ~5,454 tokens.
.claude/skills/unity-material/SKILL.md (or your agent's skills folder).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); an unresolved name falls back to the pipeline default and the response adds shaderRequested + warnings |
savePath | string | No | null | Assets/..., or a folder inside an embedded/local package (Packages/<id>/...); read-only packages are rejected |
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, materialPath}. 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". An explicit propertyName that the shader doesn't have (or that names a non-colour property like _Metallic) is rejected with validValues; one that's missing but is _BaseColor/_Color/_MainColor/_TintColor falls back to whichever of that family exists (propertyRequested + warnings report it). It never falls back to _EmissionColor for an explicit request.
Set colors on multiple objects. Each item accepts: identifier (name/instanceId/path) + r, g, b, a, optional per-item propertyName (same resolution rules as material_set_color; overrides the batch-level propertyName).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
items | json string | Yes | - | JSON array of {name|instanceId|path, r, g, b, a, propertyName?} 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, propertyUsed, color}]} — the per-item key is target (GameObject name, or the path when you addressed the asset), not name; a rejected item fails the whole batch and rolls back the others (rolledBack:true, results[i].reverted:true).
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, target, emissionColor, intensity, hdrColor, emissionEnabled}]} — a rejected item fails the whole batch and rolls back the others (rolledBack:true).
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 | No | Value (default 0) |
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 | No | Value (default 0) |
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; Assets/... or an embedded/local package folder, read-only packages rejected. Omitted: saved next to the source 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 | No | Render queue value (default -1 = shader default) |
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, "g": 0, "b": 1}
])
unity_skills.call_skill("material_assign_batch", items=[
{"name": "Cube1", "materialPath": "Assets/Materials/Mat1.mat"},
{"name": "Cube2", "materialPath": "Assets/Materials/Mat2.mat"}
])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, a property name the shader does not use, or a propertyName the shader does not declare as a colour. | Correct the value using the allowed range/enum/path convention described in the error. |
© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in SkillsForUnity/unity-skills~/skills/material of Besty0728/Unity-Skills.
Open the folder on GitHubat commit 12a40e4
Unity Material next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Material this skillBesty0728/Unity-Skills | 1.8k | — | ~5.5k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Besty0728/Unity-Skills
Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.
Besty0728/Unity-Skills
Edit Unity Animator Controllers and drive runtime parameters
Besty0728/Unity-Skills
Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Drive Unity Behavior behavior graphs and blackboard variables
Besty0728/Unity-Skills
Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.
Categories
Edit material and shader properties across Built-in/URP/HDRP. Unity Material is an agent skill from Besty0728/Unity-Skills.
Unity Material fits situations like: game Development work in your project.
Run `npx skills add Besty0728/Unity-Skills --skill unity-material -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/material in Besty0728/Unity-Skills) into .claude/skills/unity-material in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-material -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/material in Besty0728/Unity-Skills) into .agents/skills/unity-material in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Besty0728/Unity-Skills --skill unity-material -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-material, .gemini/skills/unity-material, .github/skills/unity-material and .opencode/skills/unity-material in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Material is instructions for the agent only. Our summary lists: Python 3.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Material is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.5k tokens (SKILL.md is roughly 22k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unity Material: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,814 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 6, 2026.
Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.