What problem does it solve? Manually placing and tuning decals in Unity's Universal Render Pipeline requires repetitive editor work, and verifying that the renderer supports decals is easy to forget. This Skill exposes programmatic operations to create, inspect, modify, batch-edit, and delete Decal Projectors, and to ensure the Decal Renderer Feature exists on the active URP renderer. ## Core Features & Use Cases - Decal Projector lifecycle: Create projectors with optional material and world position, inspect them by name, instance ID, or hierarchy path, and delete them when no longer needed. - Property and batch editing: Adjust draw distance, fade settings, UV tiling, size, pivot, rendering layer mask, and scale mode on one projector or many via a JSON batch payload. - Renderer readiness: Ensure the target URP renderer has a DecalRendererFeature before relying on decal rendering, with an idempotent result when the feature already exists. - Use Case: While building a URP scene, ask the agent to scatter grime decals across a wall, then batch-tune their fade distances and confirm the renderer feature is enabled. ## Quick Start Create a URP Decal Projector named WallGrime at position 0, 1, -2 using the material at Assets/Materials/Grime.mat, then verify the renderer has the Decal Renderer Feature enabled.