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unity-vfx-graph

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

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How to use this skill

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  1. Open your project in Codex.
  2. Copy the prompt below and paste it into your agent.
  3. Review the proposed files and risks before you approve installation.
Prompt to paste
I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/a5c-ai/babysitter/blob/HEAD/library/specializations/game-development/skills/unity-vfx-graph/SKILL.md

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First, summarize what it does, its dependencies, license status if identifiable, and any risks. Show the exact files you propose to add under .agents/skills/unity-vfx-graph/. Do not write files or run scripts until I approve.

After I approve, install the complete skill folder, including required referenced files, into that project location. Verify it is discoverable, then tell me its actual invocation name and how to use it. Do not claim it is installed until you have verified it.

Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

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

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

// 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