← ClaudeAtlas

unity-vfxlisted

Use when implementing visual effects — VFX Graph vs legacy Particle System decisions, performance budgets for particles, LOD strategies for effects, and common VFX patterns.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Unity VFX Deep decision framework for visual effects in Unity. Covers VFX Graph vs legacy Particle System selection, per-effect performance budgets, LOD and culling strategies, common effect patterns, and pooling for frequent spawns. Profile overdraw first — transparent particles are the most common GPU bottleneck in Unity projects. ## When to Apply Activate when the conversation involves: - Choosing between VFX Graph and the legacy Particle System for a new effect - Profiling or reducing GPU overdraw from particle effects - Scaling particle counts or quality across device tiers - Implementing LOD or culling for effects at distance - Building reusable VFX patterns (impacts, trails, ambient, destruction) - Pooling VFX instances to avoid Instantiate/Destroy cost - Triggering effects from C# (SendEvent, parameter injection) Do NOT activate for general rendering performance questions — those go to `hades:unity-performance`. For shader authoring inside VFX Graph, cross-reference `hades:unity-shaders-urp` or `hades:unity-shaders-hdrp`. ## Project Context Check Before making recommendations, gather project-specific context so advice is calibrated to the actual codebase. 1. **Determine the render pipeline — this governs VFX Graph eligibility:** - Call `project_settings(section: "renderPipeline")` — VFX Graph requires URP or HDRP. If Built-in is returned, VFX Graph is not available and all advice must target the legacy Particle System. Do not suggest VFX Graph if this retu