2d-pixel-perfect
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or…
Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.
$ npx -y skills add unity-technologies/skills --skill migrate-birp-to-urp --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/migrate-birp-to-urpContext preview
The summary Claude sees to decide when to auto-load this skill.
Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.
name: migrate-birp-to-urp description: Plans, executes, and troubleshoots migration from the Built-in Render Pipeline to URP. Use when asked to convert a project, scene, material, or shader to URP, or to fix visuals broken by the change.
Classify the request, inspect the current project state, choose the correct migration path, and validate the Built-in to URP migration outcome carefully.
For any actual migration or repair pass, read [references/implementation-patterns.md](references/implementation-patterns.md) before the first `eval` call that edits project settings, materials, post-processing, lighting, probes, or scenes. This is mandatory even for short prompts such as "migrate this project to URP" when rollback safety is already confirmed.
If that resource cannot be loaded, use the embedded rules in this SKILL.md and lower your confidence: do not claim PPv2 conversion, lighting/probe refresh, or migration completion from intent or tool logs alone.
For simple requests like "migrate this Built-in project to URP" or "move this project to URP", start or resume the safe migration workflow rather than jumping straight to conversion.
A generic upgrade prompt must not require the user to mention every migration risk. Inspect and handle common Built-in dependencies such as PPv2, baked lighting/lightmaps, reflection probes, particle/fog/smoke materials, Quality levels, camera post-processing, and representative scene validation.
Default result is phase-based:
1. Detect whether the project is Built-in, partially migrated, already URP, or HDRP. 2. Classify the request as standard 3D URP, URP 2D, selected-material conversion, planning-only, or troubleshooting. 3. Inspect migration risks before recommending changes: opaque materials, particle/VFX materials, custom shaders, post-processing, camera effects, baked lighting/lightmaps/reflection probes, Quality levels, and representative scenes. 4. Stop before any pipeline-mutating work until the user confirms a rollback point such as a branch, backup, archive, or disposable copy. Pipeline-mutating work includes installing URP, assigning a URP asset in Graphics/Quality settings, running converters, and editing materials or scenes. 5. Choose the next migration phase, execute that phase, save/re-query its outputs, and report its phase status. 6. Treat custom shaders, `GrabPass`, Surface Shaders, `OnRenderImage`, replacement shaders, and package-owned shaders as scoped follow-up work, not automatic converter work. 7. Validate representative scenes, Console output, camera rendering, lighting/baked GI state, materials, post-processing persistence, and quality-level assignments before declaring full migration success.
Default phases:
One turn may complete multiple phases if the project is small and Unity remains stable, but do not force all phases into one response. Prefer an honest phase boundary over an over-claimed "complete" result.
Ask configuration questions only when the project state or user intent leaves a real decision unresolved. If the user says "do not modify files", stay in audit/planning mode and do not perform conversion or asset edits.
When the user gives a generic migration request and permits changes, drive the next phase from the project state:
1. Do not ask the user to enumerate known Built-in features before inspection. Discover them. 2. If PPv2, baked lighting, reflection probes, particle/fog/smoke materials, or multiple Quality levels exist, include them in the migration automatically. 3. Prefer phase completion over all-in-one completion. Each phase should save/re-query its own outputs and end with `Phase complete`, `Phase partial`, or `Blocked`. 4. If Unity compilation, package installation, domain reload, or a long lighting bake interrupts the pass, report the interruption as a phase boundary and resume from saved partial state in the next turn rather than starting over. 5. Do not rely on the user writing a detailed checklist prompt to get correct behavior. The detailed checklist is for benchmarking or stress testing; normal user prompts should still trigger this phased contract. 6. A generic migration request gives permission to inspect and plan, but it does not prove rollback safety. If no rollback point is confirmed, stop before package install or URP assignment and ask for confirmation. Do not leave the project in a magenta partial state just to reach the backup question. 7. If rollback safety is already confirmed or the user says the project is a disposable copy, continue within the current phase without asking again for routine work. 8. At the end of a phase, give a concise next-phase prompt or say what phase should run next. Ask for confirmation before the next phase only when it introduces a new costly or risky operation, such as a long lighting bake, deletion/cleanup of legacy assets, or a custom shader rewrite. 9.
A collection of reusable AI agent skills for Unity workflows. Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and 50+ other agents.
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