unity-material

unity-material is a skill for Claude Code, Codex from batihandev/unity-mcp-skills. It costs 22 tokens per session (2,425 once invoked), scanned A, a copy of unity-material, MIT.

Unity material tools for creating and changing the surfaces applied to 3D objects. Materials control properties such as color, textures, emission, and shader behavior.

In plain words
What is it for?
Use them to create materials, set shaders, colors, numeric or vector properties, texture tiling and offsets, emission, and other supported material settings.
Why use it?
They avoid incorrect property operations and account for differences between Unity rendering pipelines, which are systems that draw the scene.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use them to create materials, set shaders, colors, numeric or vector properties, texture tiling and offsets, emission, and other supported material settings.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/batihandev/unity-mcp-skills/material
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add batihandev/unity-mcp-skills --skill material
Clone the repo
git clone --depth 1 https://github.com/batihandev/unity-mcp-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-material

README.md
[![agentmods](https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/material/github.svg)](https://agentmods.dev/skills/batihandev/unity-mcp-skills/material)
Your own site
<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/material"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/material/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-material

Your own site · 80×15
<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/material"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/material.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,425 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 89% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00022 $0.02425
Opus 5.5 $0.00009 $0.00970
Sonnet 5.5 $0.00004 $0.00485
Haiku 4.5 $0.00002 $0.00243

Measured 1mo ago against content hash 9f6f0c189e5e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-material scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

89% identical to unity-material — 117 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/material/SKILL.md · 266 lines

How it starts

The opening of the file, as written. The whole thing — 266 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Material Skills

Overview

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

Common Mistakes

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

Object Targeting: Single-object skills accept name (GameObject name) or path (material asset path like Assets/Materials/X.mat). For asset-based operations, prefer path.

Recipe path rule: ../../recipes/material/<command>.md

Skills Overview

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 texture
  • material_set_texture_offset/scale - Texture tiling
  • material_set_float/int/vector - Set properties
  • material_set_keyword - Enable/disable shader keywords
  • material_set_render_queue - Set render queue
  • material_set_shader - Change shader
  • material_get_properties/keywords - Query properties
  • material_duplicate - Duplicate material

Read the full file on GitHub · 266 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 266 lines · 22 tokens per session scan A 9f6f0c189e5e

Subscribe to this mod's changes

unity-material is a skill published in the GitHub repository batihandev/unity-mcp-skills (6 stars, last pushed 12d ago), licensed MIT. It adds 22 tokens to every session and 2,425 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 89% identical to unity-material, differing in 117 lines, and is treated as a copy.

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