Unity Rendering
Part of the Unity Skills plugin.
Unity Skills protocol (quick reference)
This plugin talks to the Unity Editor through a local REST server. Before the first skill call in a session:
GET /health— discover the server (it binds a port in8090–8100). ReadcurrentMode("approval"/"auto"/"bypass") andsurfaceProfile(full/guide/noSceneAuthoring) — confirmprojectNamematches the project you're editing.- Under
approvalmode, the first write to aFullAutoskill returnsMODE_RESTRICTEDand needs a user grant; underauto/bypasswrites execute directly.
dryRun gate: before executing any skill whose exact parameters you don't already hold, call POST /skill/<name>?mode=dryRun and iterate until the response says valid:true — never guess parameters from a skill name alone. Then execute the same call without ?mode=dryRun.
Batch execution: when touching 2+ objects, prefer POST /skills/batch ({"steps":[{"skill","args"}],"continueOnError":false}, up to 50 steps per call, also supports ?mode=dryRun) over repeated single-item calls.
Error codes:
| Code | Meaning |
|---|---|
MODE_RESTRICTED / MODE_FORBIDDEN |
Needs a user grant, or needs Bypass/Allowlist. |
SURFACE_EXCLUDED |
Hidden by the current surfaceProfile — a configuration boundary, not a failure; don't retry or route around it. |
MISSING_PARAM / TARGET_NOT_FOUND |
Bad or unresolvable arguments — dryRun for the schema, locate the target first. |
For the full protocol detail, error code catalog, and guide-mode manual-* docs, optionally install the unity-core plugin — it's not required, this summary covers what you need for this skill.
Modules in this skill
| Module | Mode | Description | Doc |
|---|---|---|---|
| material | FA | Material property edits | modules/material/SKILL.md |
| light | FA | Light create/configure | modules/light/SKILL.md |
| shader | Mixed* | Shader create/list | modules/shader/SKILL.md |
| shadergraph | Mixed* | Shader Graph create/inspect/blackboard edit/node editing | modules/shadergraph/SKILL.md |
| shadergraph-design | — | ShaderGraph dual-version source-anchored rules (advisory, no REST skills) | modules/shadergraph-design/SKILL.md |
| graphics | Mixed | GraphicsSettings / QualitySettings / SRP assets | modules/graphics/SKILL.md |
| volume | Mixed* | Volume / VolumeProfile / VolumeComponent | modules/volume/SKILL.md |
| postprocess | FA* | Modern URP/HDRP post-processing | modules/postprocess/SKILL.md |
| urp | Mixed* | URP asset / renderer / renderer features | modules/urp/SKILL.md |
| decal | Mixed* | URP Decal Projector workflow | modules/decal/SKILL.md |
Mode legend: SA = runs without grant in all modes, FA = needs grant under Approval, Mixed = check per-skill, * = contains auto-forbidden skills.
Routing
Skills are named <module>_<verb> (e.g. material_set_property, shadergraph_create, urp_get_renderer). For Shader Graph work, read shadergraph-design for source-anchored node/version rules before authoring graphs — schema alone won't tell you which nodes exist in the user's SRP version.
Open the matching module doc before calling any skill whose exact parameters you don't already hold — dryRun first.