Agent skill

Unity Vfx Graph

by akiojin in akiojin/unity-cli

Author and inspect Unity Visual Effect Graph (vfx) assets with unity-cli.

MITAuto-check passedGame Development

Install Unity Vfx Graph

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-vfx-graph -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-vfx-graph --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
unity-vfx-graph
GitHub stars
107
Token cost
~3.8k tokens
SKILL.md length
1,627 words
Files
7 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Author and inspect Unity Visual Effect Graph (vfx) assets with unity-cli.

  • Works in 6 steps: Baseline. vfx_describe_graph before… → Discover names. vfx_list_library with… → Mutate narrowly with vfx_apply, one op… → …
  • The user wants to read
  • SKILL.md covers Use When, Do Not Use When, Preferred Flow and Hard Rules, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • The user wants to read
  • Modify a .vfx graph and its systems
  • Particle behavior
  • Discover available blocks

Example prompts

  • “/unity-vfx-graph”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Baseline. vfx_describe_graph before mutating. Note the three oracles it carries: errors (validation + compile errors, on by default)…
  2. Discover names. vfx_list_library with kind (block default, operator, context, parameter, template) and a filter whenever you are not…
  3. Mutate narrowly with vfx_apply, one op at a time. Every op response carries compile.success; read it. If it is false, the graph no longer…
  4. Place what you added — mandatory; move nothing else. Add ops only keep a new node off existing ones. Before you report, run vfx_apply…
  5. Box the feature with its note. A person keeps the nodes of one feature in a group box with a sticky note explaining it; do the same for…
  6. Verify and only then report. Re-run vfx_describe_graph and confirm all three: compile.success == true, no errors[] entry with type…

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~88
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~14k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 1,627 words, ~3,805 tokens.

Download SKILL.mdSave it as .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.
name
unity-vfx-graph
description
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.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.35.0
metadata.category
assets
metadata.triggers
vfx, visual effect, particle, spawner, effect graph, custom hlsl
metadata.siblings
unity-asset-management

Visual Effect Graph

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.

Use When

  • The user wants to inspect a .vfx graph's structure (contexts, blocks, operators, parameters, links, layout).
  • The user wants to discover which blocks, operators, contexts, or templates are available.
  • The user wants to build or modify a graph: add/remove/link nodes, set values and settings, manage the blackboard, systems, events, subgraphs, sticky notes, groups, or canvas layout.
  • The user wants to verify a graph compiles, or find out why it does not.
  • The user wants to drive an exposed parameter on a live VisualEffect (vfx_runtime), read/write VFX project settings or editor preferences (vfx_settings), or bake a Mesh into an SDF Texture3D (vfx_bake_sdf).

Do Not Use When

  • The task is generic asset, material, or import work; use unity-asset-management.
  • The request is about editing arbitrary serialized fields on a scene component; use unity-gameobject-edit. (vfx_runtime is only for VisualEffect public-API calls like SetFloat/SendEvent.)
  • The work is play-mode lifecycle control or input simulation; use unity-playmode-testing.

Preferred Flow

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.

  1. Baseline. 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.
  2. Discover names. 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.
  3. Mutate narrowly with 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.
  4. Place what you added — mandatory; move nothing else. Add ops only keep a new node off existing ones. Before you report, run 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.
  5. Box the feature with its note. A person keeps the nodes of one feature in a group box with a sticky note explaining it; do the same for what you added: 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.
  6. Verify and only then report. Re-run 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).

bash
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."}}'
Show full SKILL.md (830 more words)Show less

Hard Rules

  • Describe narrowly on a big graph. An unfiltered 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.
  • Batch edits with 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.
  • Custom HLSL operator: at most 4 inputs. A VFX expression takes at most 4 parents, so a Custom HLSL operator whose function has 5+ parameters makes the asset stop compiling. 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.
  • Addressing. Block ops take 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.
  • New nodes take open space. Add/duplicate/insert ops and 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.
  • Existing nodes are the person's. The default 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.
  • Short edges over shared nodes. Do not route one parameter node or operator across the canvas to many consumers. Give far-apart consumers their own parameter canvas node and put cheap operators beside the system they feed. The 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.
  • Linked slots ignore constants. set_slot_value on a linked input warns (warning) — unlink_slots first if you meant the constant.
  • Parameters must be used to survive. An exposed parameter that feeds nothing is stripped at compile and invisible at runtime (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".

Op Index

AreaOps (all vfx_apply)Reference
Blocksadd_block, set_block_setting, set_block_enabled, reorder_block, move_block, duplicate_block, remove_blockops-graph.md
Contexts / systemsadd_context, set_context_setting, remove_context, delete_system, set_system_name, link_flow, unlink_flow, set_boundsops-graph.md, systems-and-events.md
Operatorsadd_operator, set_operator_setting, duplicate_operator, remove_operator, add_operator_input, remove_operator_input, set_operator_operand_type, rename_operator_input, reorder_operator_inputops-graph.md
Slots / linkslink_slots, unlink_slots, set_slot_value, set_slot_space, convert_to_property, convert_to_inlineops-graph.md
Blackboardadd_parameter, set_parameter, rename_parameter, set_parameter_category, rename_category, reorder_category, reorder_parameter, duplicate_parameter, remove_parameter, add_custom_attributeops-graph.md
Compile / verifycompile; describe errors / compileops-graph.md
Layout / canvasauto_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 layoutlayout.md
Custom HLSLadd_block "Custom HLSL", add_operator "Custom HLSL", m_HLSLCode / m_ShaderFile / function selectorcustom-hlsl.md
Events, subgraphs, templates, assetGPU/output events, create_subgraph_asset, create_from_template, insert_template, designate_template, set_instancing, set_initial_event_namesystems-and-events.md
Runtime, settings, SDFvfx_runtime, vfx_settings, vfx_bake_sdfruntime-settings-sdf.md

Examples

  • "List the contexts and blocks in Assets/FX/Burst.vfx."
  • "Add a Turbulence block to the Update context, set NoiseType to Perlin, and confirm it compiles."
  • "Create an exposed float Rate, drive the Constant Spawn Rate block with it, then tidy the canvas."
  • "Build a second particle system Init→Update→Output in this graph and confirm it is disjoint from the first."
  • "Add a Custom HLSL operator that combines three floats and a float3 into a float3."
  • "Why does this graph not compile?"
  • "Put the graph on a VisualEffect, set Rate to 7.5 at runtime, and read it back."
  • "Set the fixed time step to 0.02 in the VFX project settings."

References

  • ops-graph.md: blocks, contexts, operators, slots/links, blackboard, compile/verify — parameters and semantics for every op.
  • layout.md: the readable-canvas rules, auto_layout, move_node, groups, sticky notes, and the layout oracle.
  • custom-hlsl.md: Custom HLSL blocks and operators, the 4-input operator limit, external files, function selectors, buffer/texture types.
  • systems-and-events.md: building systems and variants, events (GPU/spawn/output), subgraphs, templates, instancing and initial event.
  • runtime-settings-sdf.md: vfx_runtime, vfx_settings, vfx_bake_sdf.
  • runtime-checklist.md: connection and instance prerequisites, runtime verification caveats.

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 6 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-vfx-graph of akiojin/unity-cli.

  • SKILL.md
  • references/custom-hlsl.md
  • references/layout.md
  • references/ops-graph.md
  • references/runtime-checklist.md
  • references/runtime-settings-sdf.md
  • references/systems-and-events.md

Open the folder on GitHubat commit 7f45d7a

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Questions about Unity Vfx Graph

What does Unity Vfx Graph do?

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.

When should I use Unity Vfx Graph?

Unity Vfx Graph fits situations like: the user wants to read; modify a .vfx graph and its systems; particle behavior; discover available blocks.

How do I install Unity Vfx Graph in Claude Code?

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.

How do I install Unity Vfx Graph in Codex?

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.

Can I use Unity Vfx Graph in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Unity Vfx Graph need to run?

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.

Does Unity Vfx Graph access the network?

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.

Is Unity Vfx Graph safe to install?

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.

What licence does Unity Vfx Graph use?

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.

How many tokens does Unity Vfx Graph use?

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.

What are the alternatives to Unity Vfx Graph?

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Who maintains Unity Vfx Graph?

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.