Agent skill

Ndmf Plugin Builder

by kurotu in kurotu/VRCQuestTools

Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials…

MITAuto-check passedGame Development

Install Ndmf Plugin Builder

skills CLI
$ npx skills add kurotu/VRCQuestTools --skill ndmf-plugin-builder -a claude-code

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

GitHub CLI
$ gh skill install kurotu/VRCQuestTools ndmf-plugin-builder --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/kurotu/VRCQuestTools.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/ndmf-plugin-builder .claude/skills/ndmf-plugin-builder && 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
ndmf-plugin-builder
GitHub stars
373
Token cost
~2.4k tokens
SKILL.md length
1,263 words
Files
9 (incl. references)
Skills in repo
25
Repo updated
First seen
Licence
MIT

At a glance

Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials…

  • Works in 6 steps: Read the official best practices first → Confirm the shape of the plugin → Implement → …
  • The user writes
  • SKILL.md covers Why this shape of problem…, Step 1 -- Read the official…, Step 2 -- Confirm the shape of… and Step 3 -- Implement, plus 3 more sections
  • Calls dotnet; reaches ndmf.nadena.dev

What it does

Ndmf Plugin Builder is an agent skill from kurotu/VRCQuestTools. Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials, rewriting AnimatorController/animation-clip references, adding or removing components) without touching the source scene, prefabs, or assets. Also covers NDMF Preview (IRenderFilter, ComputeContext) to show a transform live in the Scene view without building, pass phases and ordering (e.g. relative to Modular Avatar or…

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including reference files (for example `evals/evals.json`, `evals/trigger-eval.json` and `references/api-reference.md`).

It sits in Game Development. It works with Unity. The repository describes itself as: Unity editor extension to support uploading VRChat avatars for Oculus Quest. The licence is MIT.

When your agent uses it

  • The user writes
  • Debugs an NDMF plugin
  • Mentions Plugin<T
  • Nadena.dev.ndmf

Example prompts

  • “/ndmf-plugin-builder”

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. Read the official best practices first
  2. Confirm the shape of the plugin
  3. Implement
  4. Add NDMF Preview support (only if asked)
  5. Test
  6. Verify for real, then review

What it can do on your machine

Read from SKILL.md and the folder at commit c68d147. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Shell commands in SKILL.md call:

    • dotnet

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • ndmf.nadena.dev

    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

Ndmf Plugin Builder loads about 2.4k tokens when it runs, and up to ~21k if it reads all its reference files. Until then it costs about 204 tokens; SKILL.md has 1,263 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~204
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~21k

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 kurotu/VRCQuestTools at commit c68d147, republished under its MIT licence (© kurotu). 1,263 words, ~2,420 tokens.

Download SKILL.mdSave it as .claude/skills/ndmf-plugin-builder/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
ndmf-plugin-builder
description
Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials, rewriting AnimatorController/animation-clip references, adding or removing components) without touching the source scene, prefabs, or assets. Also covers NDMF Preview (IRenderFilter, ComputeContext) to show a transform live in the Scene view without building, pass phases and ordering (e.g. relative to Modular Avatar or VRCFury), and testing passes. Use whenever the user writes or debugs an NDMF plugin or pass; mentions Plugin<T>, Pass<T>, BuildContext, or nadena.dev.ndmf; or wants an avatar-modifying editor tool to become non-destructive / apply only at build time -- even if they never say 'NDMF'.

NDMF Plugin Builder

Guides implementing an NDMF (nadena.dev.ndmf) plugin: a Unity Editor pass that transforms a VRChat/Unity avatar non-destructively at build time, leaving the source scene, prefabs, and assets untouched.

Why this shape of problem bites people

An NDMF pass runs against a build-time copy of the avatar. Anything you want to end up in the built avatar -- a swapped material, a rewritten animation, a removed helper component -- has to be produced by your code, not by hand-editing the source project. This has one recurring practical consequence worth internalizing before writing anything: every live reference to the thing you're changing usually has an animated counterpart you need to change too (a renderer's current material and any animation clip that swaps it; a component's current field value and any animation curve driving that field). Forgetting the animated side is the single most common way an NDMF pass looks correct in the Editor and breaks the moment an animation plays. Keep this in mind through every step below.

Step 1 -- Read the official best practices first

Before designing anything, fetch and read https://ndmf.nadena.dev/best-practices.html with WebFetch. It's short, it's authoritative, and it can change independently of this skill -- don't rely on a summary baked into this file going stale. Re-fetch it if it's been a while since you last read it in this session.

Step 2 -- Confirm the shape of the plugin

Before writing code, make sure you know:

  • What triggers the transform -- a settings MonoBehaviour the user adds to the avatar, or an unconditional pass that runs on every avatar? Most non-trivial plugins want a settings component (see references/common-patterns.md) so users can opt in/out and configure it per-avatar.

  • Which build phase the transform belongs in (Resolving / Generating / Transforming / Optimizing), and whether it needs to run before or after another known plugin -- most commonly Modular Avatar, qualified name "nadena.dev.modular-avatar". Get the phase semantics from the best-practices page you just fetched, and the exact ordering API from references/api-reference.md -- don't guess; ordering bugs are subtle and only surface when the other plugin happens to be installed.

    VRChat-specific: For VRChat avatars NDMF splits its VRCSDK preprocessor callbacks; when VRCFury is installed, its hook (roughly -10000) runs between the Transforming and Optimizing phases (NDMF callback orders -11000 and -1025). Entering Play mode for a VRChat avatar also goes through the full VRCSDK preprocessor chain rather than calling NDMF directly, so this sandwich ordering applies in Play mode too. See the "VRChat build pipeline integration & VRCFury ordering" section of references/api-reference.md before debugging any pass whose behavior differs between a normal NDMF build and a VRChat build or Play mode entry. When in doubt, check the installed source at Packages/nadena.dev.ndmf; it is always authoritative over this skill's summaries.

  • What exactly gets duplicated or rewritten, and whether an animation clip could reference it. If in doubt, assume yes and read the animation section of references/api-reference.md.

  • What NDMF version the project has installed -- check Packages/nadena.dev.ndmf/package.json's version field or the Package Manager window. Most of the API this skill teaches (ErrorReport, AnimatorServicesContext, NDMF Preview, IAssetSaver, and more) was added incrementally between 1.3.0 and 1.14.1, not present from day one. If there's any doubt the project might be on an older release, load references/version-compatibility.md before relying on API from references/api-reference.md or references/preview-api.md.

Load references/api-reference.md now for the confirmed API surface (Plugin<T>/Pass<T>, BuildContext members, the animator-services layer, package/component conventions). Treat it as the primary source for exact method names rather than re-deriving them from memory -- NDMF's extension-context activation in particular has more than one method with subtly different behavior, and guessing wrong compiles fine but breaks quietly.

Step 3 -- Implement

  1. Package layout and component conventions: see the "Package & component conventions" section of references/api-reference.md.
  2. Plugin + Pass skeleton: see the "Plugin & Pass registration" section of references/api-reference.md.
  3. For the specific transform you're building, check references/common-patterns.md -- it covers the two patterns that come up in almost every plugin (non-destructively duplicating a shared asset like a material, and rewriting animation references to match), including two concrete Unity API gotchas discovered the hard way: they compile fine and produce silently wrong output.
  4. Report problems through ErrorReport, not exceptions -- a thrown exception aborts the entire avatar build for a problem the user could otherwise be warned about and continue past.
Show full SKILL.md (560 more words)Show less

Step 4 -- Add NDMF Preview support (only if asked)

If the user also wants to see the transform's effect in the Scene view without running a full build -- they say "NDMF Preview," "preview," "live preview," "see it without building," or mention IRenderFilter/RenderGroup/ComputeContext -- that's NDMF Preview (nadena.dev.ndmf.preview), a separate API layered on top of the pass you just built, not a variant of it. Load references/preview-api.md before designing it: it covers the registration API, and in particular several quiet-by-design behaviors that compile fine, pass naive unit tests, and produce no error -- the only symptom in every case is preview silently doing nothing. Materials must be re-applied every frame in IRenderFilterNode.OnFrame, not just set once; GetTargetGroups must exclude renderer types NDMF's preview proxy can't handle (e.g. ParticleSystemRenderer), or the entire filter's preview goes dark for every avatar in the scene; and anything GetTargetGroups reads through a plain Unity API call instead of a context.* call -- including your own settings component, found via a raw lookup after context.GetAvatarRoots() -- is invisible to the reactivity system and never triggers a recompute when it changes (preview renders once, then goes stale -- or never appears at all, if the component was added after the first compute). All three look the same from the Scene view, so read the whole file before writing the filter, not after debugging why nothing shows up.

Skip this step entirely if the user only asked for the build-time transform.

Step 5 -- Test

Load references/testing.md for how to write EditMode tests against a hand-built minimal avatar (NDMF's distributed package ships no test helpers of its own), plus two non-obvious blockers that otherwise waste time: unsaved scene changes blocking a test run before it even starts, and a domain reload needing a moment to settle before tests will run right after a compile. Separately, driving a pass inside a test needs ActivateExtensionContextRecursive<T>, not the non-recursive ActivateExtensionContext<T> -- that one is covered in the "In unit tests" bullet of references/api-reference.md's animation section, not in testing.md's blockers. If you added NDMF Preview support in Step 4, references/preview-api.md has its own testing section -- notably a ComputeContext caching gotcha that produces mysterious "object not found" failures unrelated to your filter's actual logic.

Compile and run tests through whatever this project's Unity tooling is (check for project-specific skills or a CLAUDE.md pointer first; don't assume a generic dotnet test or CLI path works for a Unity package).

Step 6 -- Verify for real, then review

The last section of testing.md explains why a real Editor smoke test and a code-review pass both matter specifically for this kind of code -- do both before calling the plugin done, not only when something feels off. Bugs that compile fine and pass a naive test are the norm for Unity API work like this, not the exception: this skill's own reference material documents two bugs that were caught only by hands-on inspection and review, not by the initial implementation or first test pass.

If a smoke test shows wrong output but it's unclear where in the pipeline it goes wrong -- e.g. whether it's your pass, an ordering issue with another plugin, or an extension-context transition -- NDMF 1.14.1+ ships a single-step build debugger that steps through the build one pass at a time on an isolated clone. See references/debugging.md for how to use it and a gotcha around its Step Back button before relying on it.

© kurotu, 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 8 other files (references) in .claude/skills/ndmf-plugin-builder of kurotu/VRCQuestTools.

  • SKILL.md
  • evals/evals.json
  • evals/trigger-eval.json
  • references/api-reference.md
  • references/common-patterns.md
  • references/debugging.md
  • references/preview-api.md
  • references/testing.md
  • references/version-compatibility.md

Open the folder on GitHubat commit c68d147

Compare with similar skills

Ndmf Plugin Builder 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.

Ndmf Plugin Builder compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Ndmf Plugin Builder this skillkurotu/VRCQuestTools373—~2.4kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT
AibridgeFlameskyDexive/Legends-Of-Heroes929—~2.1kAutomated safety check: PassMIT
Unity SkillsBesty0728/Unity-Skills1.8k—~2kAutomated safety check: PassMIT
Uloop Control Play ModeCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.3kAutomated safety check: PassMIT

Similar skills

  • Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.

    1.4k GitHub stars~5.8k tokensUpdated 6 days ago
    Game DevelopmentAuto-check passed
  • Locus Unity Bridge

    Misaka-Mikoto-Tech/agent-skills

    A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…

    275 GitHub stars~4k tokensUpdated 17 days ago
    Game DevelopmentAuto-check passed
  • Aibridge

    FlameskyDexive/Legends-Of-Heroes

    Unity Editor and Player Runtime CLI integration for AIBridge.

    929 GitHub stars~2.1k tokensUpdated 16 days ago
    Game DevelopmentAuto-check passed
  • Unity Skills

    Besty0728/Unity-Skills

    Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.

    1.8k GitHub stars~2k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Uloop Control Play Mode

    CyberAgentGameEntertainment/NovaShader

    Control Unity Editor Play Mode. An agent skill from CyberAgentGameEntertainment/NovaShader.

    1.6k GitHub starsUsed in 1 repo~1.3k tokens
    Game DevelopmentAuto-check passed
  • Unity Plugin

    TomLeeLive/openclaw-unity-plugin

    Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.

    107 GitHub stars~5.1k tokensUpdated 29 days ago
    Game DevelopmentAuto-check passed

More from kurotu/VRCQuestTools

All 25 skills in this repo
  • Uloop Replay Input

    kurotu/VRCQuestTools

    Replay recorded PlayMode keyboard and mouse input. An agent skill from kurotu/VRCQuestTools.

    373 GitHub starsUsed in 3 repos~615 tokens
    Auto-check passed
  • Uloop Screenshot

    kurotu/VRCQuestTools

    Capture Unity Editor windows or Game View rendering as PNG. An agent skill from kurotu/VRCQuestTools.

    373 GitHub starsUsed in 3 repos~1.2k tokens
    Auto-check passed
  • Uloop Execute Dynamic Code

    kurotu/VRCQuestTools

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    373 GitHub starsUsed in 1 repo~1.6k tokens
    Auto-check passed
  • Uloop Find Game Objects

    kurotu/VRCQuestTools

    Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy.

    373 GitHub starsUsed in 3 repos~982 tokens
    Auto-check passed
  • Uloop Record Input

    kurotu/VRCQuestTools

    Record PlayMode keyboard and mouse input to JSON. An agent skill from kurotu/VRCQuestTools.

    373 GitHub starsUsed in 1 repo~605 tokens
    Auto-check passed
  • Uloop Get Hierarchy

    kurotu/VRCQuestTools

    Get the Unity scene hierarchy as a structured tree. An agent skill from kurotu/VRCQuestTools.

    373 GitHub starsUsed in 3 repos~587 tokens
    Auto-check passed

Works with

Questions about Ndmf Plugin Builder

What does Ndmf Plugin Builder do?

Build, port, or debug NDMF (Non-Destructive Modular Framework, nadena.dev.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials…. Ndmf Plugin Builder is an agent skill from kurotu/VRCQuestTools.ndmf) plugins and passes -- Unity Editor code that transforms a VRChat avatar at build time (duplicating materials, rewriting AnimatorController/animation-clip references, adding or removing components) without touching the source scene, prefabs, or assets.

When should I use Ndmf Plugin Builder?

Ndmf Plugin Builder fits situations like: the user writes; debugs an NDMF plugin; mentions Plugin<T; nadena.dev.ndmf.

How do I install Ndmf Plugin Builder in Claude Code?

Run `npx skills add kurotu/VRCQuestTools --skill ndmf-plugin-builder -a claude-code`. Or copy the skill folder (.claude/skills/ndmf-plugin-builder in kurotu/VRCQuestTools) into .claude/skills/ndmf-plugin-builder in your project. Claude Code loads it when a task matches its description.

How do I install Ndmf Plugin Builder in Codex?

Run `npx skills add kurotu/VRCQuestTools --skill ndmf-plugin-builder -a codex`. Or copy the skill folder (.claude/skills/ndmf-plugin-builder in kurotu/VRCQuestTools) into .agents/skills/ndmf-plugin-builder in your project. Codex loads it when a task matches its description.

Can I use Ndmf Plugin Builder 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 kurotu/VRCQuestTools --skill ndmf-plugin-builder -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ndmf-plugin-builder, .gemini/skills/ndmf-plugin-builder, .github/skills/ndmf-plugin-builder and .opencode/skills/ndmf-plugin-builder in your project.

What does Ndmf Plugin Builder need to run?

Going by SKILL.md and its folder, Ndmf Plugin Builder needs the command-line tools its instructions call (dotnet).

Does Ndmf Plugin Builder access the network?

SKILL.md names 1 domain. In commands or code: ndmf.nadena.dev; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Ndmf Plugin Builder 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 Ndmf Plugin Builder use?

Ndmf Plugin Builder 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 Ndmf Plugin Builder use?

About 2.4k tokens (SKILL.md is roughly 9.7k 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 19k tokens, read only when the agent opens those files.

What are the alternatives to Ndmf Plugin Builder?

Skills that share tags, products or a category with Ndmf Plugin Builder: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 275 stars), Aibridge (FlameskyDexive/Legends-Of-Heroes, 929 stars) and Unity Skills (Besty0728/Unity-Skills, 1.8k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ndmf Plugin Builder?

kurotu (a GitHub user) maintains it in kurotu/VRCQuestTools, which has 373 GitHub stars. The repository holds 25 skills in this directory. The repository was last updated on September 30, 2026.

Source: kurotu/VRCQuestTools on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.