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IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService).
$ npx skills add kevinpbuckley/VibeUE --skill niagara-systems -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE niagara-systems --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/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/niagara-systems .claude/skills/niagara-systems && 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 "niagara-systems" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems into .claude/skills/niagara-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "niagara-systems", 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/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systemsType 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 kevinpbuckley/VibeUE --skill niagara-systems -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE niagara-systems --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Content/Skills/niagara-systems .agents/skills/niagara-systems && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "niagara-systems" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems into .agents/skills/niagara-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "niagara-systems", 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 kevinpbuckley/VibeUE --skill niagara-systems -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE niagara-systems --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Content/Skills/niagara-systems .cursor/skills/niagara-systems && 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 "niagara-systems" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems into .cursor/skills/niagara-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "niagara-systems", 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/kevinpbuckley/VibeUE.git --path Content/Skills/niagara-systems--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 kevinpbuckley/VibeUE --skill niagara-systems -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE niagara-systems --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Content/Skills/niagara-systems .gemini/skills/niagara-systems && 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 "niagara-systems" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems into .gemini/skills/niagara-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "niagara-systems", 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 kevinpbuckley/VibeUE niagara-systemsInstalls 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 kevinpbuckley/VibeUE --skill niagara-systems -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .github/skills && cp -r skills-src/Content/Skills/niagara-systems .github/skills/niagara-systems && 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 "niagara-systems" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems into .github/skills/niagara-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "niagara-systems", 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 kevinpbuckley/VibeUE --skill niagara-systems -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kevinpbuckley/VibeUE niagara-systems --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Content/Skills/niagara-systems .opencode/skills/niagara-systems && 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 "niagara-systems" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/niagara-systems into .opencode/skills/niagara-systems/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "niagara-systems", 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.
niagara-systemsRapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService).
Niagara Systems is an agent skill from kevinpbuckley/VibeUE. Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune emitter rapid-iteration params, compare/diagnose systems, or build scratch-pad/Custom HLSL modules. For emitter color/module work, load niagara-emitters.
Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.
It sits in Game Development, covering Shaders. It works with Model Context Protocol. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.
3 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/, which the agent can run.
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.
Niagara Systems loads about 2.8k tokens when it runs. Until then it costs about 107 tokens; SKILL.md has 854 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); the scripts in this folder are not scanned.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 854 words, ~2,798 tokens.
.claude/skills/niagara-systems/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "niagara-vfx"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Architecture (read first): VibeUE extends Unreal's native MCP endpoint. System / emitter / parameter create / add / copy / remove / list / compile are owned by the engine toolset
NiagaraToolsets.NiagaraToolset_System(plus…_Assets,…_Component,…_Blueprint,…_Info), called throughcall_tool. VibeUE'sNiagaraServicewas trimmed to the rapid-iteration-parameter tuning + diagnostics that the engine toolset does not cover, andNiagaraScratchPadService(Custom-HLSL graph authoring) which is unique to VibeUE.
VibeUE NiagaraService (this skill) keeps ONLY:
list_rapid_iteration_params, set_rapid_iteration_param, set_rapid_iteration_param_by_stagecompare_systems, get_emitter_lifecycle, debug_activationFor system/emitter/parameter CRUD and compile → engine NiagaraToolsets.* via call_tool.
For emitter color/curve authoring → load niagara-emitters.
For scratch-pad module graphs (Custom HLSL, Map Get/Set, Op, typed pins, wiring) →
NiagaraScratchPadService — also documented in the niagara-emitters skill.
Skills load through the engine's AgentSkillToolset (ListSkills / GetSkills) — there is no
vibeue-skills-manager tool. The workhorse for all VibeUE services is execute_python_code
(call unreal.<Service>.<method>() plus the full unreal.* Python API). Engine toolsets are
reached with call_tool (discover them with list_toolsets / describe_toolset).
🛑 CRASH RISK — Niagara user-parameter ops (issue #464). The engine
NiagaraToolset_System.AddUserVariablestool (the "add user parameter" path) can trigger a fatal engine assertion (NiagaraVariant.cpp:108 InCount > 0) that hard-crashes the editor — it builds anFNiagaraVariantwith a zero-byte payload when the variable's type/default yields no value bytes. Do NOT add Niagara user parameters via this tool until #464 is fixed. Worse: a system left half-modified by a failedAddUserVariablesis corrupted, and subsequent read ops on it (GetUserVariables,GetSystemCompileState,GetEmitterTopology,GetEmitterSummary, …) then crash with an array-index-out-of-bounds. If a user parameter is truly required, supply a concrete non-empty default for the exact type and verify the system still reads back before doing anything else. For scratch-module work, prefer the crash-safeNiagaraScratchPadService(validated solid in the sweep).Also note (issue #557):
AddUserVariablesreturns null even on success — a null result is not a failure signal. Always verify the write landed withGetUserVariablesafterwards.
Creating a system, adding/copying/removing emitters, adding user parameters, listing emitters, compiling — these moved to the engine. Discover and call them like this:
# Discover the engine Niagara toolsets and their exact tool names + schemas:
# list_toolsets()
# describe_toolset("NiagaraToolsets.NiagaraToolset_System")
# describe_toolset("NiagaraToolsets.NiagaraToolset_Assets")
#
# Then invoke a tool, e.g. create a system / add an emitter / add a user parameter:
# call_tool(toolset_name="NiagaraToolsets.NiagaraToolset_System",
# tool_name="<tool from describe_toolset>",
# arguments={ ... })Always inspect existing systems before creating a new one (use the engine …_Info / …_Assets
toolset to search/summarize), and ask the user before duplicating an effect as a template.
When tuning a parameter (e.g., color), VibeUE's NiagaraService covers the rapid-iteration
parameters on emitter scripts. User-exposed (User.*) and system-script (System.*) parameters
are read/written through the engine NiagaraToolsets parameter tools.
User.Color, User.SpawnRate) → engine NiagaraToolsetsSystem.Color, SystemSpawn/Update) → engine NiagaraToolsetsNiagaraService belowimport unreal
path = "/Game/VFX/NS_TeslaCoil"
# Emitter rapid-iteration params (VibeUE):
params = unreal.NiagaraService.list_rapid_iteration_params(path, "Sparks")
for p in params:
print(f"[{p.script_type}] {p.parameter_name}: {p.value}")import unreal
path = "/Game/VFX/NS_Fire"
# === RAPID ITERATION PARAMETERS (emitter script settings) ===
# Discover the exact param names:
params = unreal.NiagaraService.list_rapid_iteration_params(path, "Flames")
for p in params:
print(f"[{p.script_type}] {p.parameter_name}: {p.value}")
# Set ALL matching stages at once (recommended for color):
unreal.NiagaraService.set_rapid_iteration_param(
path, "Flames", "Constants.flames.Color.Scale Color", "(0.0, 3.0, 0.0)")
# Set one specific stage when the param exists in several:
unreal.NiagaraService.set_rapid_iteration_param_by_stage(
path, "Flames", "ParticleUpdate", "Constants.flames.Color.Scale Color", "(0.0, 3.0, 0.0)")
# === DIAGNOSTICS ===
cmp = unreal.NiagaraService.compare_systems("/Game/VFX/NS_Fire", "/Game/VFX/NS_Fire_Copy")
print(f"Differences: {cmp.difference_count}")
for d in cmp.differences:
print(f" {d.property_name}: {d.source_value} vs {d.target_value}")
info = unreal.NiagaraService.get_emitter_lifecycle(path, "Flames") # struct or None
print(info.loop_behavior, info.life_cycle_mode)
print(unreal.NiagaraService.debug_activation(path)) # why isn't this system playing?System lifecycle, user parameters, and compile are NOT on NiagaraService anymore — use the
engine NiagaraToolsets.* tools shown above. After tuning, compile via the engine toolset (or
unreal.EditorAssetLibrary.save_asset(path) to persist).
NiagaraSystem created through the engine
NiagaraToolsets create tool is not rooted, and was lost to garbage collection before its first
save at least once. Right after creating it, run
unreal.EditorAssetLibrary.save_asset(path, only_if_is_dirty=False) and confirm the .uasset
exists on disk (unreal.EditorAssetLibrary.does_asset_exist(path)) before doing anything else.NiagaraToolsets — reference)Adding a user-exposed parameter is now an engine NiagaraToolsets operation (run
describe_toolset for its exact argument schema). The type names below are the canonical Niagara
types — keep them as a reference when supplying a type argument; do not guess strings like
"array(float3)" or "NiagaraDataInterfaceArray".
Scalar / struct types (default value is parsed from the string):
type | Niagara type | Example default |
|---|---|---|
Float | float | "0.997" |
Int (or Int32) | int | "200" |
Bool | bool | "true" |
Vector (or Vector3) | Vector | "(X=-5000,Y=-5000,Z=-500)" |
Vector2 | Vector2D | "(X=0,Y=0)" |
Vector4 | Vector4 | "(X=0,Y=0,Z=0,W=1)" |
Color (or LinearColor) | LinearColor | "(R=1,G=0,B=0,A=1)" |
Data interface types — the values the game/Blueprint writes each frame (typed arrays,
grids, render targets). Pass the alias or the full NiagaraDataInterface… class name; the
default argument is ignored (a default DI instance is allocated automatically):
| Alias (case-insensitive) | Data interface class |
|---|---|
ArrayFloat3 / ArrayVector / VectorArray | NiagaraDataInterfaceArrayFloat3 |
ArrayPosition / PositionArray | NiagaraDataInterfaceArrayPosition |
ArrayFloat / FloatArray | NiagaraDataInterfaceArrayFloat |
ArrayFloat2, ArrayFloat4 | NiagaraDataInterfaceArrayFloat2/4 |
ArrayInt / ArrayInt32 | NiagaraDataInterfaceArrayInt32 |
ArrayBool, ArrayColor, ArrayQuat | matching NiagaraDataInterfaceArray… |
Grid2D / Grid2DCollection | NiagaraDataInterfaceGrid2DCollection |
Grid3D / Grid3DCollection | NiagaraDataInterfaceGrid3DCollection |
RenderTarget2D / TextureRenderTarget | NiagaraDataInterfaceRenderTarget2D |
Any other concrete UNiagaraDataInterface subclass also works if you pass its exact class name
(with or without the NiagaraDataInterface prefix). Supply the type/default arguments to the
engine NiagaraToolsets "add user parameter" tool (see describe_toolset for the exact field
names); data-interface types ignore the default value (a default DI instance is allocated).
NiagaraToolsets.* (via call_tool) — system/emitter/parameter/renderer CRUD and compile.save_asset(path, only_if_is_dirty=False) and verify the file exists — a freshly created system may not persist otherwise.Material=None and is invisible; AddVelocityInCone.Velocity Strength defaults to 0; use the V2 InitializeParticle module and drive mode inputs with SetStackInputData.© kevinpbuckley, 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 1 other file (scripts) in Content/Skills/niagara-systems of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
Niagara Systems 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 |
|---|---|---|---|---|---|---|
| Niagara Systems this skillkevinpbuckley/VibeUE | 730 | — | ~2.8k | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Touchdesignersatoruhiga/claude-touchdesigner | 127 | — | ~1.5k | Automated safety check: Pass | None | |
| Threejs Visual Systemsmintdotgg/mint-threejs-skills | 114 | — | ~816 | Automated safety check: Pass | MIT |
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
satoruhiga/claude-touchdesigner
Provides patterns and best practices for TouchDesigner via MCP API - operator creation, network layout, rendering, GLSL shaders, data conversion (CHOP/SOP/POP/TOP/DAT).
mintdotgg/mint-threejs-skills
Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance.
IvanMurzak/Unity-MCP
Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status.
kevinpbuckley/VibeUE
Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.
kevinpbuckley/VibeUE
Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.
kevinpbuckley/VibeUE
Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.
kevinpbuckley/VibeUE
Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.
kevinpbuckley/VibeUE
Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.
kevinpbuckley/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
Works with
Categories
Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). Niagara Systems is an agent skill from kevinpbuckley/VibeUE. Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService).
Niagara Systems fits situations like: the user asks to tune emitter rapid-iteration params; compare/diagnose systems; build scratch-pad/Custom HLSL modules.
Run `npx skills add kevinpbuckley/VibeUE --skill niagara-systems -a claude-code`. Or copy the skill folder (Content/Skills/niagara-systems in kevinpbuckley/VibeUE) into .claude/skills/niagara-systems in your project. Claude Code loads it when a task matches its description.
Run `npx skills add kevinpbuckley/VibeUE --skill niagara-systems -a codex`. Or copy the skill folder (Content/Skills/niagara-systems in kevinpbuckley/VibeUE) into .agents/skills/niagara-systems 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 kevinpbuckley/VibeUE --skill niagara-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/niagara-systems, .gemini/skills/niagara-systems, .github/skills/niagara-systems and .opencode/skills/niagara-systems in your project.
SKILL.md names no scripts, command-line tools or credentials: Niagara Systems is instructions for the agent only. Our summary lists: Python 3.
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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Niagara Systems is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Niagara Systems: Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars), Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars) and Touchdesigner (satoruhiga/claude-touchdesigner, 127 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.
Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.