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Unity Volume

besty0728/unity-volume

Work with the SRP Volume framework — create/load VolumeProfile assets and create global/local Volume GameObjects with components. Use when setting up volumes, creating or loading a VolumeProfile, or adding global/local volumes to a scene, even if the user just says "Volume" or "体积". 使用 SRP Volume 框架(创建/加载 VolumeProfile 资产、创建全局/局部 Volume GameObject 及组件);当用户要搭建 Volume、创建或加载 VolumeProfile、或向场景添加全局/局部 Volume 时使用。

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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-volume

The instruction itself

15 sections, as written by the author

Volume Skills

Shared SRP Volume framework skills for Unity 2022.3+ — works in URP and HDRP via SRP Core.

Operating Mode

  • Query skills (volume_list_component_types, volume_get_component) are SkillMode.SemiAuto — they run in all three modes without grant.
  • Mutating skills (volume_profile_create, volume_create, volume_set_profile, volume_add_component, volume_set_parameter, volume_set_parameter_batch) are SkillMode.FullAuto — under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly.
  • volume_remove_component carries SkillOperation.Delete and is auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run it.

SRP Package Stub

This module is compiled against com.unity.render-pipelines.core (SRP_CORE). When neither URP nor HDRP is installed (no SRP Core), every skill returns a stub { error: "Scriptable Render Pipeline Core package … is not installed." } (RenderPipelineSkillsCommon.NoSRP()). The stub is a diagnostic payload, not a permission denial — it does not require grant and is not treated as NeverInSemi. Inspect project_get_render_pipeline first when you see this error.

Guardrails

Routing:

  • For Volume container/profile CRUD: use this module
  • For high-level modern post-processing effects like Bloom/DOF/Tonemapping: prefer postprocess

Runtime-first rules:

  • Always call volume_list_component_types before assuming a component type exists on the active pipeline
  • Use volume_get_component after add/create to inspect the actual parameter names before writing values
  • Prefer exact parameter names returned by the live component data instead of guessing from memory
  • volume_set_parameter_batch expects items to be a JSON array string

Skills

volume_profile_create

Create a VolumeProfile asset.

volume_create

Create a global or local Volume GameObject.

volume_set_profile

Assign or replace the profile on an existing Volume.

volume_list_component_types

List explicit supported VolumeComponent types for the active SRP pipeline.

volume_add_component

Add a VolumeComponent override to a VolumeProfile.

volume_remove_component

Remove a VolumeComponent override from a VolumeProfile.

volume_get_component

Inspect a VolumeComponent override and its parameters.

volume_set_parameter

Set one override parameter on a VolumeComponent.

volume_set_parameter_batch

Set multiple override parameters on one VolumeComponent.


Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

How to use it

Copy the folder

Take besty0728/unity-volume from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.