URP Setup

SkillMedia

Set up URP and verify post-processing with unity-cli. Use when the user asks to install Universal Render Pipeline, assign its pipeline and renderer, configure a Global Volume with Bloom or Color Adjustments, or compare the rendered result before and after. Do not use for material or import edits alone; use `unity-asset-management`. For package management alone use `unity-package-management`; for generic settings or eval use `unity-editor-tools`; for capture alone use `unity-playmode-testing`; for scene-only creation use `unity-scene-create`.

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Then ask your AI: use the URP Setup skill

What this skill tells your AI

The instructions your AI receives, as published by akiojin/unity-cli in .claude-plugin/plugins/unity-cli/skills/unity-urp-setup/SKILL.md and read by ahel’s review.

With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.

Connect URP installation, persistent pipeline/Volume assets, and a rendered before/after check using existing unity-cli tools.

Use When

  • Install Universal Render Pipeline and assign its pipeline and renderer assets.
  • Configure a Global Volume, Bloom or Color Adjustments and verify the result.
  • Diagnose why URP post-processing is invisible using Camera, Volume and pipeline state together with a Game-view capture.

Do Not Use When

  • Only create or save a scene: unity-scene-create.
  • Only edit a material, texture import or animation: unity-asset-management.
  • Only list, install, update or remove packages: unity-package-management.
  • Only change generic settings or evaluate C#: unity-editor-tools.
  • Only capture an existing game or run runtime tests: unity-playmode-testing.
  • Author shaders, Renderer Features, RenderGraph passes, or perform a project-wide Built-in material migration: these need a separately scoped implementation.

Preferred Flow

  1. Follow runtime prerequisites. Pin the project/endpoint, confirm ping and read Editor state. Record the Unity version, installed URP version, active scene, Graphics default pipeline, each Quality override and target Camera. Stop Play before persistent asset edits.
  2. Read setup and verification. Reuse compatible URP assets when present. Otherwise install an Editor-compatible com.unity.render-pipelines.universal through package_manager; wait for package resolution and compilation, then recheck ping, package list and console. Do not downgrade an existing pipeline or switch from HDRP without a scoped migration decision. Installing the package alone does not enable URP.
  3. Use Editor operations / editor eval to create and save the Renderer and URP Asset, and assign Graphics plus the intended Quality levels. Report which levels changed; preserve unrelated overrides. Inspect the effective pipeline after assignment. Use AssetDatabase APIs rather than serialized YAML edits.
  4. Create or reuse a Global Volume and saved Volume Profile. Persist Bloom / Color Adjustments as profile subassets, enable their overrides, assign sharedProfile, and enable the target Camera's post-processing and matching volume layer mask. Save assets and scene. Never mistake a Play-mode profile clone for saved content.
  5. With the same Camera, framing, resolution and scene, capture the effect disabled and enabled. Use a bright subject for Bloom; an empty or dark scene cannot prove it works. Enter Play, allow the renderer to produce frames, then request capture_screenshot with captureMode:"game" and osFallback:false. Compare the returned images, not just successful command exits or file hashes.
  6. Read back the effective pipeline, renderer, Camera flags, Volume weight/layers and profile values. Inspect console errors. If there is no visible difference, follow the reference diagnostics; do not declare success. Stop Play, restore the intended effect value and save. Reload the scene/profile and confirm persistence.
  7. Report Unity/URP versions, affected Quality levels, saved asset/scene paths, before/after image paths, observed visual difference and console status. If a required tool capability is absent, report and link a separately tracked issue; do not implement new CLI/bridge tools inside this workflow.

Examples

  • "URP を導入して Global Volume の Bloom を設定し、適用前後を比較して。"
  • "Enable URP Color Adjustments and prove that the Game view changes."
  • "Only take a screenshot" → unity-playmode-testing.
  • "Change this material's base color" → unity-asset-management.

Inspect before changing, using the same endpoint on every command:

unity-cli system ping
unity-cli raw get_editor_state --json '{}'
unity-cli raw package_manager --json '{"action":"list"}'
unity-cli editor eval 'new { unity = Application.unityVersion, graphics = UnityEngine.Rendering.GraphicsSettings.defaultRenderPipeline, quality = QualitySettings.renderPipeline, effective = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline }' --output json
unity-cli raw capture_screenshot --json '{"captureMode":"game","width":1280,"height":720,"osFallback":false}'
unity-cli raw read_console --json '{"count":30}'

References

Signals

GitHub stars
106
Forks
12
Last commit
Oct 2026
Advanced
Item type
skill
Key
unity-urp-setup
Source
github.com/akiojin/unity-cli