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Skill · Version 1.0.0

Unity technical art

Translates visual references into reproducible Unity assets and useful artist controls. Connects the desired look with rendering constraints, preserved references and measured memory or GPU costs.

unity-technical-art

Agents using this skill

See how it helps

When is it useful?

Use it when artists and developers need to agree how a desired look will work in motion on the target hardware.

What does it help you do?

  • Builds a controlled reference scene for reproducible visual comparison.
  • Traces mismatches through geometry, materials, lighting and coordinate spaces.
  • Exposes useful artist controls while preserving references and runtime budgets.

Try asking this

Recreate a stylized wet-stone reference in a controlled Unity scene. Separate geometry, material and lighting contributions, expose a few safe controls for artists and test the result in motion. Compare the target camera and quality tiers, then document visual compromises and measured resource costs instead of judging only an Editor screenshot.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

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Unity Technical Art

Establish the visual and technical brief

Inspect project instructions, Unity version, installed rendering packages, active Built-in/URP/HDRP pipeline and renderer, graphics APIs, color space, quality tiers and target hardware. Record a visual reference, camera distance, lighting conditions and performance/memory budget. A tutorial from another pipeline is a concept reference, not a drop-in implementation.

Build a reproducible look

  1. Create or identify a small representative scene with controlled camera, lighting and comparable capture settings. Separate material response, geometry, lighting, animation and post-processing when diagnosing a mismatch.
  2. Specify the inputs and spaces: object/world/view/tangent coordinates, normal orientation, texture channel meaning, UVs, color versus linear data and exposure. Trace a visual error through these contracts before adding compensating constants.
  3. Expose a few artist-friendly controls with safe ranges and useful defaults. Keep gameplay signals as explicit inputs; avoid requiring artists to understand hidden code dependencies.
  4. Preserve serialized references, GUIDs, materials and rig bindings. Use Editor-aware operations for assets and keep Editor tools outside runtime assemblies.
  5. Evaluate the result in motion and at intended viewing distances, quality tiers and lighting conditions. Include silhouettes, readability, transparency/depth and animation transitions where relevant.

Measure and hand off

Use Frame Debugger/Profiler and target GPU tools when available to identify the actual bottleneck. Distinguish CPU submission, GPU work, overdraw, texture residency, shader variants and loading. Compare the same camera, resolution, device and quality settings before/after. Do not claim a GPU win from an Editor screenshot or fewer source lines.

Deliver changed assets/tools, setup instructions, artist controls, pipeline/platform constraints and verification evidence. If Unity or target hardware is unavailable, describe the remaining visual and performance checks explicitly.

References: Unity rendering documentation, Shader Graph, Jasper Flick's Catlike Coding tutorials and Ben Cloward's shader resources. Older tutorials require adaptation to the installed pipeline. Inspect relevant Unity-maintained agent skills and their requirements before proposing installation.

Included files 1

  • SKILL.md