Agent skill

Unity Material

by Besty0728 in Besty0728/Unity-Skills

Edit material and shader properties across Built-in/URP/HDRP

MITAuto-check passedGame Development

Install Unity Material

skills CLI
$ npx skills add Besty0728/Unity-Skills --skill unity-material -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Besty0728/Unity-Skills unity-material --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
unity-material
GitHub stars
1.8k
Token cost
~5.5k tokens
SKILL.md length
2,080 words
Files
1
Skills in repo
82
Repo updated
First seen
Licence
MIT

At a glance

Edit material and shader properties across Built-in/URP/HDRP

  • Works in 5 steps: Save materials as assets for reuse → Write by asset path… → Targeting by GameObject name writes that… → …
  • Game Development work in your project
  • SKILL.md covers Triggers, Operating Mode, Guardrails and Skills Overview, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/unity-material”

Requirements

  • Python 3

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Save materials as assets for reuse
  2. Write by asset path (path="Assets/.../X.mat"): it states exactly which asset changes
  3. Targeting by GameObject name writes that renderer's shared material asset — see the warning at the top of this file; it is not a…
  4. Check shader property names in Unity Inspector, or read them from material_get_properties
  5. URP/HDRP have different property names than Standard

What it can do on your machine

Read from SKILL.md and the folder at commit 12a40e4. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~19
When it runs · the whole SKILL.md, loaded when a task matches
~5.5k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 2,080 words, ~5,454 tokens.

Download SKILL.mdSave it as .claude/skills/unity-material/SKILL.md (or your agent's skills folder).
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.

Triggers

  • Changing how a surface looks
  • Tweaking material parameters
  • Swapping shaders
  • 调整物体外观、修改材质参数、切换 Shader

Unity Material Skills

BATCH-FIRST: Use *_batch skills when operating on 2+ objects/materials.

Operating Mode

  • Approval (default): all mutating skills (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.
  • Auto / Bypass: those skills execute directly.
  • Query skills (material_get_properties, material_get_keywords) are SkillMode.SemiAuto — they run in all three modes without grant.
  • This module contains no Delete / PlayMode / Reload / high-risk skills (no NeverInSemi); to delete a material asset, call the asset module.

Guardrails

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 0–255
  • material_set_property does not exist → use the specific setter: material_set_float, material_set_int, material_set_vector, material_set_color
  • material_get_color does not exist → use material_get_properties (returns all properties including colors)

Routing:

  • For shader changes → material_set_shader (this module)
  • For texture tiling → material_set_texture_scale / material_set_texture_offset
  • Pipeline-specific property names differ: check Render Pipeline Compatibility table in this doc

⚠️ 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 to renderer.sharedMaterial and 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-in Default-Material, so material_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 → materialPath names the asset that would be written).

Safe route for "make this object red" — create, colour the asset by path, then assign:

python
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) or path. Behaviour of path:

  • In material_set_* / material_get_* (color/emission/texture/float/int/vector/keyword/shader/render_queue/gi_flags/properties), path may be either a GameObject hierarchy path or a material asset path like Assets/Materials/X.mat — the skill auto-detects (paths starting with Assets/ or ending with .mat are treated as material assets).
  • In material_assign, path is a GameObject hierarchy path only; the material to assign goes in the separate materialPath parameter.

Skills Overview

Single ObjectBatch VersionUse Batch When
material_creatematerial_create_batchCreating 2+ materials
material_assignmaterial_assign_batchAssigning to 2+ objects
material_set_colormaterial_set_colors_batchSetting colors on 2+ objects
material_set_emissionmaterial_set_emission_batchSetting emission on 2+ objects

No batch needed:

  • material_set_texture - Set texture
  • material_set_texture_offset / material_set_texture_scale - Texture tiling
  • material_set_float / material_set_int / material_set_vector - Set properties
  • material_set_keyword - Enable/disable shader keywords
  • material_set_render_queue - Set render queue
  • material_set_shader - Change shader
  • material_set_gi_flags - Set global illumination flags
  • material_get_properties / material_get_keywords - Query properties
  • material_duplicate - Duplicate material

Skills

material_create

Create a new material (auto-detects render pipeline).

ParameterTypeRequiredDefaultDescription
namestringYes-Material name
shaderNamestringNoauto-detectShader (auto-detects URP/HDRP/Standard); an unresolved name falls back to the pipeline default and the response adds shaderRequested + warnings
savePathstringNonullAssets/..., or a folder inside an embedded/local package (Packages/<id>/...); read-only packages are rejected
material_create_batch

Create multiple materials.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of per-item objects (see example below)

Returns: {success, totalItems, successCount, failCount, results: [{success, name, path}]}

python
unity_skills.call_skill("material_create_batch", items=[
    {"name": "Red", "savePath": "Assets/Materials"},
    {"name": "Blue", "savePath": "Assets/Materials"},
    {"name": "Green", "savePath": "Assets/Materials"}
])
material_assign

Assign material to object's renderer.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*Instance ID
pathstringNo*GameObject hierarchy path
materialPathstringYesMaterial asset to assign (e.g. Assets/Materials/X.mat)
material_assign_batch

Assign materials to multiple objects.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-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}.

python
unity_skills.call_skill("material_assign_batch", items=[
    {"name": "Cube1", "materialPath": "Assets/Materials/Red.mat"},
    {"name": "Cube2", "materialPath": "Assets/Materials/Blue.mat"}
])
material_set_color

Set material color with optional HDR intensity.

ParameterTypeRequiredDefaultDescription
namestringNo*-GameObject name
instanceIdintNo*0GameObject instance ID
pathstringNo*-Material asset path
r, g, bfloatNo1Color (0-1)
afloatNo1Alpha
propertyNamestringNoauto-detectColor property
intensityfloatNo1.0HDR 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.

material_set_colors_batch

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).

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-JSON array of {name|instanceId|path, r, g, b, a, propertyName?} per-item objects (see example below)
propertyNamestringNoauto-detectDefault 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).

python
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}
])
material_set_emission

Set emission color with auto-enable keyword.

ParameterTypeRequiredDefaultDescription
namestringNo*-GameObject name
instanceIdintNo*0GameObject instance ID
pathstringNo*-Material asset path
r, g, bfloatNo1Emission color (0-1)
intensityfloatNo1.0HDR intensity (>1 for bloom)
enableEmissionboolNotrueAuto-enable _EMISSION keyword
material_set_emission_batch

Set emission on multiple objects.

ParameterTypeRequiredDefaultDescription
itemsjson stringYes-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).

python
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}
])
material_set_texture

Set material texture.

ParameterTypeRequiredDefaultDescription
namestringNo*-GameObject name
instanceIdintNo*0GameObject instance ID
pathstringNo*-Material asset path
texturePathstringYes-Texture asset path
propertyNamestringNoauto-detectTexture property
material_set_float

Set a float property on a material.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*Material asset path
propertyNamestringYesProperty name
valuefloatNoValue (default 0)
material_set_int

Set an integer property on a material.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*Material asset path
propertyNamestringYesProperty name
valueintNoValue (default 0)
material_set_keyword

Enable/disable shader keywords.

ParameterTypeRequiredDefaultDescription
namestringNo*-GameObject name
instanceIdintNo*0GameObject instance ID
pathstringNo*-Material asset path
keywordstringYes-Keyword name
enableboolNotrueEnable or disable

Common Keywords: _EMISSION, _NORMALMAP, _METALLICGLOSSMAP, _ALPHATEST_ON, _ALPHABLEND_ON

Show full SKILL.md (908 more words)Show less
material_get_properties

Get all material properties.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*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.

material_get_keywords

Get all enabled shader keywords on a material.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*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.

material_duplicate

Duplicate a material asset.

ParameterTypeRequiredDescription
sourcePathstringYesSource material path
newNamestringYesName for the duplicated material
savePathstringNoOptional 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
material_set_shader

Change the shader of a material.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*Material asset path
shaderNamestringYesShader name
material_set_vector

Set a Vector4 property on a material.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*Material asset path
propertyNamestringYesProperty name
x, y, z, wfloatYesVector components
material_set_texture_offset

Set texture offset (tiling position).

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*Material asset path
propertyNamestringNoTexture property name
x, yfloatYesOffset values
material_set_texture_scale

Set texture scale (tiling).

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*Material asset path
propertyNamestringNoTexture property name
x, yfloatYesScale values
material_set_render_queue

Set material render queue.

ParameterTypeRequiredDescription
namestringNo*GameObject name
instanceIdintNo*GameObject instance ID
pathstringNo*Material asset path
renderQueueintNoRender queue value (default -1 = shader default)
material_set_gi_flags

Set material global illumination flags.

ParameterTypeRequiredDefaultDescription
namestringNo*-GameObject name
instanceIdintNo*0GameObject instance ID
pathstringNo*-GameObject hierarchy path or material asset path
flagsstringNoRealtimeEmissiveGI flags: None / RealtimeEmissive / BakedEmissive / EmissiveIsBlack / AnyEmissive

Example: Efficient Material Setup

python
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"}
])

Render Pipeline Compatibility

Skills auto-detect and adapt to your render pipeline:

PipelineDefault ShaderColor PropertyTexture Property
Built-inStandard_Color_MainTex
URPUniversal Render Pipeline/Lit_BaseColor_BaseMap
HDRPHDRP/Lit_BaseColor_BaseColorMap

URP Lit exposes both _BaseColor and a legacy _Color, and only _BaseColor is authoritative. material_get_properties lists both, but writing _BaseColor does not update the _Color entry — a verification pass that reads _Color will report the old colour and look like a failed write. Compare against _BaseColor, and trust the setter's propertyUsed field over your own guess about which property was involved. Only pass propertyName explicitly when auto-detection picked the wrong one.

Best Practices

  1. Save materials as assets for reuse
  2. Write by asset path (path="Assets/.../X.mat"): it states exactly which asset changes
  3. Targeting by GameObject name writes that renderer's shared material asset — see the warning at the top of this file; it is not a per-object override
  4. Check shader property names in Unity Inspector, or read them from material_get_properties
  5. URP/HDRP have different property names than Standard

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Common Errors

Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md

ErrorTriggerFix
TARGET_NOT_FOUNDThe 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_PARAMA 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_INVALIDAn 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

Files

Just SKILL.md in SkillsForUnity/unity-skills~/skills/material of Besty0728/Unity-Skills.

Open the folder on GitHubat commit 12a40e4

Compare with similar skills

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.

Unity Material compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Material this skillBesty0728/Unity-Skills1.8k—~5.5kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Unity Material

What does Unity Material do?

Edit material and shader properties across Built-in/URP/HDRP. Unity Material is an agent skill from Besty0728/Unity-Skills.

When should I use Unity Material?

Unity Material fits situations like: game Development work in your project.

How do I install Unity Material in Claude Code?

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.

How do I install Unity Material in Codex?

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.

Can I use Unity Material in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Unity Material need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Material is instructions for the agent only. Our summary lists: Python 3.

Does Unity Material access the network?

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.

Is Unity Material safe to install?

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.

What licence does Unity Material use?

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.

How many tokens does Unity Material use?

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.

What are the alternatives to Unity Material?

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.

Who maintains Unity Material?

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.