executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
unity-manual-materialManually create and edit Materials and assign them to objects using Unity Editor UI. For one-off material tweaks that do not need REST automation.
Independent GitHub snapshot · Automated classification · Original documentation governs
Step-by-step instructions for Material operations inside the Unity Editor. Paths assume the default English Unity UI; translate the labels into the user's Unity language when replying.
Guide manually when the user can finish the task in 3 clicks or fewer: creating one Material, picking a color, or assigning a Material to one object.
Automate when the task involves bulk material creation, batch property edits, shader keyword toggles across many materials, or render-queue changes — use the material REST module instead.
Right-click in the Project window, then choose Create > Material.
Alternative path:
Assets > Create > MaterialType the new name and press Enter.
Click the Material asset in the Project window.
In the Inspector:
Select the Material asset in the Project window.
At the top of the Inspector, click the Shader dropdown and choose a shader (e.g., Universal Render Pipeline > Lit, Standard, Unlit/Color).
The available shader list depends on the active render pipeline and installed packages.
Click and drag the Material asset from the Project window.
Drop the Material onto:
Drag a Material asset from the Project window.
Hold Ctrl (or follow the on-screen modifier hint) while dropping if you want to duplicate the Material instead.
If the user wants to edit many Materials, set exact numeric properties, swap shaders in bulk, or assign Materials to many objects, switch to the REST module: