Agent skill

unity-vfx-graph

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

Stars 514
Forks 31

Install this agent skill to your Project

npx add-skill https://github.com/a5c-ai/babysitter/tree/main/library/specializations/game-development/skills/unity-vfx-graph

SKILL.md

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

Expand your agent's capabilities with these related and highly-rated skills.

a5c-ai/babysitter

gsd-tools

Central utility skill for GSD operations. Provides config parsing, slug generation, timestamps, path operations, and orchestrates calls to other specialized skills. Acts as the unified entry point that the original gsd-tools.cjs provided via its lib/ modules (commands, config, core, init).

514 31
Explore
a5c-ai/babysitter

model-profile-resolution

Resolve model profile (quality/balanced/budget) at orchestration start and map agents to specific models. Enables cost/quality tradeoffs by selecting appropriate AI models for each agent role.

514 31
Explore
a5c-ai/babysitter

verification-suite

Plan structure validation, phase completeness checks, reference integrity verification, and artifact existence confirmation. Provides the structured verification layer ensuring GSD artifacts are well-formed and complete.

514 31
Explore
a5c-ai/babysitter

state-management

STATE.md reading, writing, and field-level updates. Provides cross-session state persistence via .planning/STATE.md with structured fields for current task, completed phases, blockers, decisions, and quick tasks.

514 31
Explore
a5c-ai/babysitter

git-integration

Git commit patterns, formats, and conventions for GSD methodology. Provides atomic commits per task, structured commit messages, planning file commits, branch management, and milestone tag operations.

514 31
Explore
a5c-ai/babysitter

frontmatter-parsing

YAML frontmatter parsing and manipulation for .planning/ documents. Provides read, write, update, query, and validation operations on frontmatter blocks in GSD markdown artifacts.

514 31
Explore

Didn't find tool you were looking for?

Be as detailed as possible for better results