Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Author and inspect Unity Visual Effect Graph (vfx) assets with unity-cli.
$ npx skills add akiojin/unity-cli --skill unity-vfx-graph -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install akiojin/unity-cli unity-vfx-graph --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph .claude/skills/unity-vfx-graph && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-vfx-graph" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph into .claude/skills/unity-vfx-graph/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-vfx-graph", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graphType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add akiojin/unity-cli --skill unity-vfx-graph -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install akiojin/unity-cli unity-vfx-graph --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph .agents/skills/unity-vfx-graph && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-vfx-graph" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph into .agents/skills/unity-vfx-graph/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-vfx-graph", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-vfx-graph -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install akiojin/unity-cli unity-vfx-graph --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph .cursor/skills/unity-vfx-graph && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-vfx-graph" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph into .cursor/skills/unity-vfx-graph/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-vfx-graph", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/akiojin/unity-cli.git --path .claude-plugin/plugins/unity-cli/skills/unity-vfx-graph--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add akiojin/unity-cli --skill unity-vfx-graph -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install akiojin/unity-cli unity-vfx-graph --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph .gemini/skills/unity-vfx-graph && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-vfx-graph" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph into .gemini/skills/unity-vfx-graph/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-vfx-graph", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install akiojin/unity-cli unity-vfx-graphInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add akiojin/unity-cli --skill unity-vfx-graph -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph .github/skills/unity-vfx-graph && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-vfx-graph" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph into .github/skills/unity-vfx-graph/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-vfx-graph", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add akiojin/unity-cli --skill unity-vfx-graph -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install akiojin/unity-cli unity-vfx-graph --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph .opencode/skills/unity-vfx-graph && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-vfx-graph" agent skill from https://github.com/akiojin/unity-cli/tree/main/.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph into .opencode/skills/unity-vfx-graph/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-vfx-graph", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-vfx-graphAuthor and inspect Unity Visual Effect Graph (vfx) assets with unity-cli.
Unity Vfx Graph is an agent skill from akiojin/unity-cli. Author and inspect Unity Visual Effect Graph (vfx) assets with unity-cli. Use when the user wants to read, build, or modify a .vfx graph and its systems, contexts, blocks, operators, or particle behavior, or to discover available blocks. Do not use for generic asset, material, or import operations; use unity-asset-management instead.
Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `references/custom-hlsl.md`, `references/layout.md` and `references/ops-graph.md`).
It sits in Game Development. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
Bash(unity-cli:*)ReadGrepGlobFrom allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Vfx Graph loads about 3.8k tokens when it runs, and up to ~14k if it reads all its reference files. Until then it costs about 88 tokens; SKILL.md has 1,627 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 1,627 words, ~3,805 tokens.
.claude/skills/unity-vfx-graph/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.
Author and inspect .vfx Visual Effect Graph assets: read a graph's contexts, blocks, operators and parameters, discover the node library, and apply authoring mutations. The VFX authoring API is internal to Unity, so these operations run through dedicated bridge tools (vfx_*) rather than direct component edits. This skill is the VFX complement to unity-asset-management, which handles generic asset, material, and import operations.
.vfx graph's structure (contexts, blocks, operators, parameters, links, layout).VisualEffect (vfx_runtime), read/write VFX project settings or editor preferences (vfx_settings), or bake a Mesh into an SDF Texture3D (vfx_bake_sdf).unity-asset-management.unity-gameobject-edit. (vfx_runtime is only for VisualEffect public-API calls like SetFloat/SendEvent.)unity-playmode-testing.Prerequisite: the target project must have com.unity.visualeffectgraph installed.
The Bridge keeps it optional; VFX_PACKAGE_MISSING means to report the missing
package and obtain the user's intended package setup before authoring a graph.
Input errors return {error, code} without Console Error logs; inspect the
response before continuing. Runtime playback uses send_event with OnPlay.
vfx_describe_graph before mutating. Note the three oracles it carries: errors (validation + compile errors, on by default), compile (outcome of the last recompile), and layout (overlapCount + overlapping node pairs). Write down the baseline overlapCount: a hand-made graph often has a non-zero one (node sizes are estimated generously), and your job is to not add to it.vfx_list_library with kind (block default, operator, context, parameter, template) and a filter whenever you are not certain of an exact descriptor name — the leading | and |_ separators in names like |Set|_Color are load-bearing.vfx_apply, one op at a time. Every op response carries compile.success; read it. If it is false, the graph no longer compiles — compile.exception / compile.errors / compile.logs say why. Fix that before doing anything else; never stack more ops on a broken graph. An op that returns error was not applied at all.vfx_apply op:"auto_layout". Its default scope, nodes, places only the nodes created this session — operators, and a parameter canvas node for every link made from a parameter — in free space directly left of what they feed, aligned with the consuming block's row and stacked per consumer, and moves nothing that existed before. (One exception, reported as shiftedDown: a context that grew over the next context of its own system pushes that lower part of the system down, vertically only, as a person would.) A person's canvas is theirs: re-laying out a whole system for one added block is never the right answer. Pass scope:"touched" (re-lay out every system edited this session), scope:"all", or contexts:[…] only when the user asks for a tidy-up.group_nodes with your new nodes and note:{title, contents} creates the box and the note inside it (left of the members). Read nonMembersInside in the response — if the box swallows nodes that are not yours, move your own nodes closer together (move_node; nodes created this session move freely) and run group_nodes again, or drop the box and keep just the note. A block cannot be grouped; name it in the note.vfx_describe_graph and confirm all three: compile.success == true, no errors[] entry with type: "Error", and layout.overlapCount no higher than your baseline with no listed overlap involving a node you created (on a graph you built from scratch that means 0). Quote those three facts in your completion report. (get_compilation_state is C# script compilation and says nothing about a VFX graph; use compile / describe instead.)Invocation: every tool runs as unity-cli raw <tool> --json '<json>'. Add --output json for a structured (parseable) result, and --port <N> to target a specific bridge (default 6400).
unity-cli raw vfx_describe_graph --json '{"assetPath":"Assets/FX/Burst.vfx"}'
unity-cli raw vfx_list_library --json '{"kind":"block","filter":"turbulence"}'
unity-cli raw vfx_apply --json '{"op":"add_block","assetPath":"Assets/FX/Burst.vfx","contextType":"Update","blockName":"Turbulence","settings":{"NoiseType":"Perlin"}}'
unity-cli raw vfx_apply --json '{"op":"add_operator","assetPath":"Assets/FX/Burst.vfx","operatorName":"Multiply"}'
unity-cli raw vfx_apply --json '{"op":"link_slots","assetPath":"Assets/FX/Burst.vfx","from":{"node":"operator","operatorIndex":0,"slot":0},"to":{"node":"block","contextType":"Update","blockIndex":0,"slot":0}}'
unity-cli raw vfx_apply --json '{"op":"add_parameter","assetPath":"Assets/FX/Burst.vfx","parameterName":"Rate","type":"Float","value":42.5,"min":0,"max":100}'
unity-cli raw vfx_describe_graph --json '{"assetPath":"Assets/FX/Burst.vfx","include":["errors"],"includeSlots":false}'
unity-cli raw vfx_apply --json '{"op":"add_block","assetPath":"Assets/FX/Burst.vfx","contextType":"Update","blockName":"Turbulence","autoCompile":false}'
unity-cli raw vfx_apply --json '{"op":"compile","assetPath":"Assets/FX/Burst.vfx"}'
unity-cli raw vfx_apply --json '{"op":"auto_layout","assetPath":"Assets/FX/Burst.vfx"}'
unity-cli raw vfx_apply --json '{"op":"group_nodes","assetPath":"Assets/FX/Burst.vfx","title":"Liquid turbulence","nodes":[{"node":"parameter","parameterIndex":12},{"node":"operator","operatorIndex":3}],"note":{"title":"Liquid turbulence","contents":"Relative-mode Perlin turbulence: Drag pulls velocity toward the noise field."}}'vfx_describe_graph on a real graph is huge — a working hand-made graph returns ~450 KB (~112K tokens), which will swamp your context. Pass includeSlots:false to drop the slot trees that dominate it (-61%), and include:[...] to keep only the top-level sections you need (include:["errors"] + includeSlots:false is ~1K tokens). Counts and assetPath always survive, and slotsOmitted:true marks a filtered read so empty slot arrays are never mistaken for "no slots". Use the full describe only when you actually need slot values.autoCompile:false. Every op recompiles by default, and the cost grows with the graph — 20 add_block ops cost ~34s eagerly and ~8s deferred (4.4x). Pass autoCompile:false on each op in a run of edits, then one vfx_apply op:"compile" to flush (it reports flushedDeferred). Deferred edits live in memory until that compile — a domain reload (script recompile, play-mode enter) before it discards them, so keep a deferred run short and always close it with compile. A deferred op response carries compile.deferred:true instead of a compile summary, so rule 3 above (read compile.success) applies to the flushing compile call instead.set_operator_setting/add_operator refuse such a function with a clear error; pack inputs into float2/3/4 or split the function. Custom HLSL blocks have no such limit.contextType (first context of that type) or contextIndex (absolute index from describe). Context ops (set_context_setting, remove_context, delete_system, set_system_name, set_bounds, link_flow/unlink_flow endpoints) take contextType or index — contextIndex is accepted as an alias everywhere. Prefer the index whenever a graph has two contexts of the same type.add_sticky_note refuse to drop a node on an existing one: if the spot is taken (auto or explicit position) the node is moved to the nearest free space and the response says positionAdjusted: true. Read the returned position rather than assuming the one you asked for.auto_layout (scope:"nodes") never moves a node that existed before your session. The whole-system passes (touched/all/contexts) keep every existing context's x and only re-stack vertically; move_node on such a context keeps x and says so in note. Only a system you created this session is placed in a fresh column.nodes pass gives every parameter link you made a node within reach of its consumer; the whole-system passes also duplicate shared operators (duplicateShared, splitParameters), so operator indices can change after them — re-describe before addressing by index.set_slot_value on a linked input warns (warning) — unlink_slots first if you meant the constant.vfx_runtime hasFloat:false).|Set|_X / Get|_X descriptors compose attribute blocks/operators; custom attributes are declared with add_custom_attribute and then targeted with set_block_setting setting:"attribute".| Area | Ops (all vfx_apply) | Reference |
|---|---|---|
| Blocks | add_block, set_block_setting, set_block_enabled, reorder_block, move_block, duplicate_block, remove_block | ops-graph.md |
| Contexts / systems | add_context, set_context_setting, remove_context, delete_system, set_system_name, link_flow, unlink_flow, set_bounds | ops-graph.md, systems-and-events.md |
| Operators | add_operator, set_operator_setting, duplicate_operator, remove_operator, add_operator_input, remove_operator_input, set_operator_operand_type, rename_operator_input, reorder_operator_input | ops-graph.md |
| Slots / links | link_slots, unlink_slots, set_slot_value, set_slot_space, convert_to_property, convert_to_inline | ops-graph.md |
| Blackboard | add_parameter, set_parameter, rename_parameter, set_parameter_category, rename_category, reorder_category, reorder_parameter, duplicate_parameter, remove_parameter, add_custom_attribute | ops-graph.md |
| Compile / verify | compile; describe errors / compile | ops-graph.md |
| Layout / canvas | auto_layout (nodes default / touched / all / contexts), move_node, group_nodes (+ note, sticky-note members, nonMembersInside), remove_group, add_sticky_note, update_sticky_note, remove_sticky_note, reorder_sticky_note; describe layout | layout.md |
| Custom HLSL | add_block "Custom HLSL", add_operator "Custom HLSL", m_HLSLCode / m_ShaderFile / function selector | custom-hlsl.md |
| Events, subgraphs, templates, asset | GPU/output events, create_subgraph_asset, create_from_template, insert_template, designate_template, set_instancing, set_initial_event_name | systems-and-events.md |
| Runtime, settings, SDF | vfx_runtime, vfx_settings, vfx_bake_sdf | runtime-settings-sdf.md |
Assets/FX/Burst.vfx."Rate, drive the Constant Spawn Rate block with it, then tidy the canvas."Rate to 7.5 at runtime, and read it back."auto_layout, move_node, groups, sticky notes, and the layout oracle.vfx_runtime, vfx_settings, vfx_bake_sdf.© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 6 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-vfx-graph of akiojin/unity-cli.
Open the folder on GitHubat commit 7f45d7a
Unity Vfx Graph next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Vfx Graph this skillakiojin/unity-cli | 107 | — | ~3.8k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 2 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
akiojin/unity-cli
Create or update GitHub Pull Requests with the gh CLI, including deciding whether to create a new PR or only push based on existing PR merge status.
akiojin/unity-cli
Sync the gh- automation skills from the upstream skills repository into Codex and project skill directories.
akiojin/unity-cli
Build and verify a 2D sprite and Tilemap scene with unity-cli.
akiojin/unity-cli
Manage Unity Addressables groups and content with unity-cli.
akiojin/unity-cli
Manage Unity assets and import metadata with unity-cli. An agent skill from akiojin/unity-cli.
akiojin/unity-cli
Configure Unity audio with unity-cli. An agent skill from akiojin/unity-cli.
Categories
Author and inspect Unity Visual Effect Graph (vfx) assets with unity-cli. Unity Vfx Graph is an agent skill from akiojin/unity-cli. Author and inspect Unity Visual Effect Graph (vfx) assets with unity-cli.
Unity Vfx Graph fits situations like: the user wants to read; modify a .vfx graph and its systems; particle behavior; discover available blocks.
Run `npx skills add akiojin/unity-cli --skill unity-vfx-graph -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph in akiojin/unity-cli) into .claude/skills/unity-vfx-graph in your project. Claude Code loads it when a task matches its description.
Run `npx skills add akiojin/unity-cli --skill unity-vfx-graph -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-vfx-graph in akiojin/unity-cli) into .agents/skills/unity-vfx-graph in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-vfx-graph -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-vfx-graph, .gemini/skills/unity-vfx-graph, .github/skills/unity-vfx-graph and .opencode/skills/unity-vfx-graph in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Vfx Graph is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Vfx Graph is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 9.8k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unity Vfx Graph: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.
Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.