Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unity-vfx-graph --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: unity-vfx-graph
description: Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:graphics-rendering, skill-area:shader-programming]
roles: [role:game-developer]
---
# 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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