What problem does it solve? Editing Unity materials through an AI agent is error-prone: property names differ between Built-in, URP, and HDRP pipelines, and targeting a GameObject silently writes the shared material asset on disk, which can recolor every object using it. This Skill provides a guarded, pipeline-aware interface for creating, assigning, and modifying materials without those pitfalls. ## Core Features & Use Cases - Material creation and assignment: Create materials with auto-detected shaders per render pipeline and assign them to renderers, 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, texture tiling, GI flags, and swap shaders, with auto-detection of the correct property name per pipeline. - Inspection and guardrails: Query all material properties and enabled keywords, check which asset a write would target, and follow documented safe routes to avoid mutating shared assets unintentionally. - Use Case: An agent is asked to make three cubes red, green, and blue. It creates three materials in one batch call, sets their colors in one batch call, assigns them in one batch call, and verifies the result via material_get_properties instead of issuing nine separate calls. ## Quick Start Ask the agent to create a red material in Assets/Materials and assign it to the Cube GameObject in the current Unity scene.