URP Setup
SkillMediaSet 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.
Account requirements not reviewed. Check the skill instructions before use; ahel provides instructions and does not run this skill.
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
- 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.
- Read setup and verification. Reuse compatible
URP assets when present. Otherwise install an Editor-compatible
com.unity.render-pipelines.universalthroughpackage_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. - Use Editor operations /
editor evalto 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. UseAssetDatabaseAPIs rather than serialized YAML edits. - 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. - 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_screenshotwithcaptureMode:"game"andosFallback:false. Compare the returned images, not just successful command exits or file hashes. - 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.
- 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
- runtime-checklist.md: connection, instance selection and recovery.
- urp-workflow.md: package compatibility, persistent assets and visual checks.
Signals
- GitHub stars
- 106
- Forks
- 12
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
unity-urp-setup- Source
- github.com/akiojin/unity-cli