unity-vfx-graph

Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.

509 stars

Best use case

unity-vfx-graph is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.

Teams using unity-vfx-graph should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unity-vfx-graph/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unity-vfx-graph/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unity-vfx-graph/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unity-vfx-graph Compares

Feature / Agentunity-vfx-graphStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unity VFX Graph Skill

Visual Effect Graph development for GPU-accelerated particle systems in Unity.

## Overview

This skill provides capabilities for creating high-performance visual effects using Unity's Visual Effect Graph, leveraging GPU compute for millions of particles.

## Capabilities

### Particle Systems
- Create GPU particle systems
- Configure spawn, initialize, update, output contexts
- Handle particle attributes
- Implement particle collision

### Procedural Effects
- Use noise and turbulence
- Implement SDF-based effects
- Create mesh sampling effects
- Build camera-based interactions

### Visual Authoring
- Design effects in VFX Graph editor
- Create subgraphs for reuse
- Implement property sheets
- Build event-driven effects

### Integration
- Connect to C# scripts
- Handle events and parameters
- Integrate with Timeline
- Manage performance budgets

## Prerequisites

- Unity 2021.3+ with VFX Graph package
- SRP (URP or HDRP) project
- Compute shader capable hardware

## Usage Patterns

### Spawning Particles from Code

```csharp
public class VFXController : MonoBehaviour
{
    [SerializeField] private VisualEffect vfx;

    void Start()
    {
        // Set properties
        vfx.SetFloat("SpawnRate", 100f);
        vfx.SetVector3("EmitterPosition", transform.position);
    }

    public void TriggerBurst()
    {
        // Send event
        vfx.SendEvent("OnBurst");
    }
}
```

### Property Binding

```csharp
// Expose VFX properties via C# bindings
vfx.SetInt("ParticleCount", 1000);
vfx.SetGradient("ColorOverLife", gradient);
vfx.SetTexture("ParticleTexture", texture);
```

## Best Practices

1. Use subgraphs for reusable components
2. Profile GPU performance
3. Set particle count limits
4. Use LOD for distant effects
5. Optimize texture sampling

## References

- [VFX Graph Documentation](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest)

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