unity-particles-vfx

Solid

Use 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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Quality Score: 79/100

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Description 5%
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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

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