Classify the request, inspect the current project state, choose the correct migration path, and validate the Built-in to URP migration outcome carefully.
Mandatory Execution Reference
For any actual migration or repair pass, read 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.
Critical Default
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:
- Detect whether the project is Built-in, partially migrated, already URP, or HDRP.
- Classify the request as standard 3D URP, URP 2D, selected-material conversion, planning-only, or troubleshooting.
- 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.
- 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.
- Choose the next migration phase, execute that phase, save/re-query its outputs, and report its phase status.
- Treat custom shaders,
GrabPass, Surface Shaders,OnRenderImage, replacement shaders, and package-owned shaders as scoped follow-up work, not automatic converter work. - 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:
- Phase 0: Inspect and plan. Detect pipeline state, representative scenes, rollback safety, PPv2, material/shader risks, Quality levels, lighting/lightmap/probe state, and custom render code.
- Phase 1: URP setup and supported material conversion. Install/reuse URP, create/assign URP assets in Graphics/Quality, convert supported opaque and particle/effect materials, and verify no supported materials remain on Built-in shaders.
- Phase 2: Post-processing and camera migration. Create persistent URP Volume profiles, wire scene Volumes/camera post-processing, disable legacy PPv2 for URP validation, and classify unsupported PPv2 effects such as SSR.
- Phase 3: Lighting, lightmaps, and reflection probes. Resolve stale Built-in lighting state, configure URP lighting/probe settings, rebake/refresh when feasible, or clearly mark lighting/probes partial.
- Phase 4: Final validation and report. Save/reload/re-query project state, capture representative scenes, check Console, and report complete/incomplete/manual items.
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.
Generic Upgrade Contract
When the user gives a generic migration request and permits changes, drive the next phase from the project state:
- Do not ask the user to enumerate known Built-in features before inspection. Discover them.
- If PPv2, baked lighting, reflection probes, particle/fog/smoke materials, or multiple Quality levels exist, include them in the migration automatically.
- Prefer phase completion over all-in-one completion. Each phase should save/re-query its own outputs and end with
Phase complete,Phase partial, orBlocked. - 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.
- 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.
- 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.
- 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.
- 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.
- If rollback safety was confirmed and ordinary work inside the active phase remains incomplete, do not ask "would you like me to continue?" Continue repairing that phase until its gate passes, a tool/domain-reload boundary interrupts execution, or a genuinely new risky decision appears.
Generic Migration Success Gate
Before saying a generic migration is "successful", "complete", or "fully migrated", verify saved project state, not just tool logs:
- Graphics settings and every relevant Quality level point to the intended URP asset.
- The URP asset has a valid default renderer in saved state, and current Console output does not contain unresolved render-pipeline errors such as "Default Renderer is missing". If a renderer error appears after assignment, re-query the saved renderer list/default index, clear stale Console output when possible, trigger a fresh scene/camera validation, and continue repair instead of stopping at "URP setup complete".
- Supported Built-in materials, including particle/fog/smoke materials, have URP-compatible shaders or are explicitly listed as unresolved custom/package shader cases. Textured/colorized source materials must preserve their source maps/colors; a URP shader assignment with missing
_BaseMapor all-white_BaseColoris incomplete if the source_MainTexor_Colorhad content. Particle, fog, smoke, steam, decal, VFX, additive, and transparent effect materials should not be blindly forced toUniversal Render Pipeline/Lit; prefer URP particle/effect shaders such asUniversal Render Pipeline/Particles/Unlitwhen appropriate. - If the source scene used PPv2, a saved URP