unity-vfxlisted
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