unity-vfx-graph
Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.
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
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unity-vfx-graph/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unity-vfx-graph Compares
| Feature / Agent | unity-vfx-graph | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/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)Related Skills
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