Creating Materials
Use this skill to give objects visual identity through colors, textures, and material properties.
Trigger Phrases
- •"color", "colored", "red", "blue", etc.
- •"shiny", "metallic", "glossy"
- •"transparent", "glass", "see-through"
- •"glowing", "emissive", "neon"
- •"texture", "wood", "stone", "metal"
When to Apply (Automatically)
Apply materials when:
- •Creating any visible object (give it identity)
- •User describes a look ("red enemy", "golden coin")
- •Objects need visual distinction (player vs enemy)
- •Effects need glow (lasers, power-ups)
Implementation
Creating Materials via MCP
code
manage_asset action="create"
path="Assets/Materials/MyMaterial.mat"
asset_type="Material"
properties={"color": [R, G, B, A]}
Applying to Objects
code
manage_gameobject action="set_component_property"
target="ObjectName"
component_name="MeshRenderer"
component_properties={"MeshRenderer": {"sharedMaterial": "Assets/Materials/MyMaterial.mat"}}
Color Presets (RGBA 0-1)
| Color | Values | Use For |
|---|---|---|
| Red | [1, 0.2, 0.2, 1] | Enemies, damage, hazards |
| Green | [0.2, 1, 0.2, 1] | Health, goals, safe zones |
| Blue | [0.2, 0.5, 1, 1] | Player, water, UI |
| Gold | [1, 0.85, 0, 1] | Coins, treasure, rewards |
| Cyan | [0, 1, 1, 1] | Player ship, energy |
| Purple | [0.7, 0.2, 1, 1] | Magic, special items |
| Orange | [1, 0.5, 0, 1] | Fire, warnings |
| White | [1, 1, 1, 1] | Neutral, projectiles |
| Dark Gray | [0.3, 0.3, 0.3, 1] | Environment, rocks |
| Brown | [0.5, 0.3, 0.1, 1] | Wood, dirt, crates |
Material Types
Matte (Default)
code
color: [R, G, B, 1] metallic: 0 smoothness: 0.2
Shiny/Glossy
code
color: [R, G, B, 1] metallic: 0 smoothness: 0.8
Metallic
code
color: [0.8, 0.8, 0.8, 1] metallic: 1.0 smoothness: 0.7
Transparent/Glass
code
color: [R, G, B, 0.3] // Low alpha renderingMode: Transparent metallic: 0 smoothness: 1.0
Glowing/Emissive
code
color: [R, G, B, 1] emission: [R*2, G*2, B*2, 1] // Brighter than base
Organization
Store materials organized by purpose:
code
Assets/Materials/ ├── Player/ ├── Enemies/ ├── Environment/ ├── Effects/ └── UI/
Visual Language
Establish consistent meaning:
- •Player: Cool colors (blue, cyan)
- •Enemies: Warm/danger colors (red, orange)
- •Collectibles: Reward colors (gold, green)
- •Hazards: Warning colors (red, orange)
- •Environment: Neutral (gray, brown)
- •Goals: Positive (green, gold)
Output to User
Don't explain material properties:
- •"I made your spaceship cyan and the enemies red so they're easy to tell apart"
- •"The coins are golden and slightly glowing"
- •"Hazards are marked in red"