unity-particles-vfx
SolidUse for ParticleSystem creation, modules, presets, VFX intent, playback, or particle overdraw checks.
AI & Automation 27 stars
4 forks Updated today MIT
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Skill Content
# Unity Particles And VFX
If it is not already loaded, read
`.claude/skills/unity-mcp-operations/SKILL.md` once. Enable `MEDIA`. Use
`particle` for deterministic settings and `vfx_intent` for an initial draft
that is inspected before acceptance.
```text
batch(
commands="""
particle action=create path=/Effects name=Impact preset=sparks
particle action=set path=/Effects/Impact module=main prop=startLifetime value=0.6
particle action=set path=/Effects/Impact module=noise prop=enabled value=true
particle action=play path=/Effects/Impact
particle action=get path=/Effects/Impact
""",
on_error="stop",
atomic=True
)
```
```text
vfx_intent(
target="/Effects/Impact",
intent="Create a short green energy burst with mild turbulence",
kind="particle",
dry_run=True
)
```
## Rules
- Inspect current modules before changing them.
- Use exact module/property/value calls for production tuning.
- Preview an intent request before execution.
- Verify playback state and module values from data.
- Use frame captures to assess motion only; do not use them to prove gameplay.
- Check overdraw and material cost for dense effects.
- Stop or remove temporary preview effects after verification.
Bad: `vfx_intent(instruction="...")`.
Good: `vfx_intent(target="...", intent="...", dry_run=True)`.
Details
- Author
- german-krasnikov
- Repository
- german-krasnikov/unity-biome-mcp
- Created
- 2 months ago
- Last Updated
- today
- Language
- C#
- License
- MIT
Integrates with
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