unity-material

unity-material is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 202 tokens per session (4,240 once invoked), scanned A, original, MIT.

A Unity tool for creating, changing, assigning, and inspecting material assets. Materials control how objects look, including their colours, textures, shaders, reflections, and rendering settings.

In plain words
What is it for?
Use it to create or duplicate materials, assign them to objects, change colours or textures, edit shader properties, and adjust rendering settings.
Why use it?
It avoids editing shader and material properties by hand and provides the appropriate operations for different Unity render pipelines. Multiple materials can be handled in a batch.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create or duplicate materials, assign them to objects, change colours or textures, edit shader properties, and adjust rendering settings.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/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 dyCuong03/unity-agent-team --skill material
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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/dycuong03/unity-agent-team/material/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/material)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/material"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/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/dycuong03/unity-agent-team/material"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/material.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 202 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,240 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 original No closer match found 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 $0.00202 $0.04240
Opus 5.5 $0.00081 $0.01696
Sonnet 5.5 $0.00040 $0.00848
Haiku 4.5 $0.00020 $0.00424

Measured 11d ago against content hash 3a3db73ec899, 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 11d 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

Copies of this mod

1 near-identical copy found in the catalogue:

.claude/skills/unity-skills/skills/material/SKILL.md · 355 lines

How it starts

The opening of the file, as written. The whole thing — 355 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

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.

Read the full file on GitHub · 355 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. 11d ago First seen · 355 lines · 202 tokens per session scan A 3a3db73ec899

Subscribe to this mod's changes

unity-material is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 202 tokens to every session and 4,240 once invoked, about $0.0008 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.

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