What problem does it solve? Editing Unity materials through the editor is slow and error-prone, especially when the same change must be applied to many objects or when property names differ between Built-in, URP, and HDRP render pipelines. This Skill lets you create, modify, assign, and inspect materials programmatically with automatic pipeline detection. ## Core Features & Use Cases - Material Creation & Assignment: Create materials with auto-detected shaders and assign them to GameObjects, with batch variants for operating on multiple objects in one call. - Property Editing: Set colors (with HDR intensity), emission, textures, floats, ints, vectors, keywords, render queue, GI flags, and swap shaders, targeting either a GameObject or a material asset path. - Property Inspection: Query all material properties grouped by type (colors, floats, vectors, textures, integers) and list enabled shader keywords to verify writes. - Use Case: To recolor three cubes, call material_create_batch to make the materials, material_set_colors_batch to color them by asset path, and material_assign_batch to assign them, replacing six individual calls with three. ## Quick Start Ask the AI to create a red material in Assets/Materials and assign it to the Cube object in the current Unity scene.