Agent skill

Scenario Unity Vfx

by scenario-labs in scenario-labs/skills

A skill your agent uses when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle…

MITAuto-check passedGame Development

Install Scenario Unity Vfx

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-unity-vfx -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-unity-vfx --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-vfx .claude/skills/scenario-unity-vfx && 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
scenario-unity-vfx
GitHub stars
946
Token cost
~4.5k tokens
SKILL.md length
2,028 words
Files
34 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle…

  • Works in 8 steps: Gameplay before beauty (Jason Keyser,… → On mobile, a texture moving over a mesh… → Choose the system by platform and data… → …
  • Fixing real-time VFX in Unity 6.3: explosions
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs C# scripts from its folder; calls npx

What it does

Scenario Unity Vfx is an agent skill from scenario-labs/skills. Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.

Its SKILL.md is about 4.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 37 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Game development and Plain language and style rules. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Fixing real-time VFX in Unity 6.3: explosions
  • Projectiles with muzzle
  • Trail and impact
  • Particle System (Shuriken)

Example prompts

  • “VFX Graph explosion”
  • “particles look bad”
  • “effect kills fps on mobile”
  • “/scenario-unity-vfx”

Requirements

  • Node.js

Workflow steps

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

  1. Gameplay before beauty (Jason Keyser, ex-Riot). The primary shape equals the gameplay boundary; brightness is a budget spent by importance…
  2. On mobile, a texture moving over a mesh beats a particle cloud (Nikola Damjanov, Nordeus: about 90% of shipped effects; particles are…
  3. Choose the system by platform and data flow. Every target phone, WebGL, per-particle C#, Unity physics collisions: the Particle System…
  4. One uber material, per-particle data from Custom Data. Nordeus's uber shader: grayscale R colored by a LUT ramp, G emission, B alpha…
  5. A VFX Graph is a black box with a public API (VFX Graph e-book; Orson Favrel, Unity). Copy a template, expose a few properties and events…
  6. Layers with one job each, contrast, order, motion (Sirhaian, Gabriel Aguiar, Nordeus). Dark alpha body under additive heat, glow on top…
  7. Do not paint what you can borrow or compute; import at the size the screen shows (Simon Trümpler; Nordeus 256 typical, 512 max). Borrowed…
  8. In 6.3, Shader Graph particle shaders drop GPU instancing on mesh particles silently (Fred Moreau, Unity): +69% main-thread time at 5,000…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 11 files in scripts/ (C#, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Unity Vfx loads about 4.5k tokens when it runs, and up to ~35k if it reads all its reference files. Until then it costs about 131 tokens; SKILL.md has 2,028 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~131
When it runs · the whole SKILL.md, loaded when a task matches
~4.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~35k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,028 words, ~4,467 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-unity-vfx/SKILL.md (or your agent's skills folder). This skill also uses 33 other files; get the full folder from GitHub.
name
scenario-unity-vfx
description
Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.
license
MIT

Unity VFX (real-time VFX artist)

Expert VFX serves the game first: the player must read what happens, where the danger is and when it ends, on the target device, with the real number of copies on screen. Craft (layers, contrast, motion, textures) and budget (fill, particles, draw calls, memory) are both measured here: every effect is stepped frame by frame offscreen, looked at, and counted. Target: Unity 6000.3.21f1, URP 17.3, VFX Graph 17.3.0, macOS Apple Silicon. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-unity-expert (channels, review loop, 6.3 traps, ut_run, ut_review, ut_stat, AgentKit).

Status (2026-09-24, after the blind-grade refactor): every procedure ran in Unity 6000.3.21f1 through tests/code/unity-vfx/ (results in archive/tests/unity-vfx/live_results.jsonl, numbers in references/procedures.md).

Stance (the expert delta)

  1. Gameplay before beauty (Jason Keyser, ex-Riot). The primary shape equals the gameplay boundary; brightness is a budget spent by importance (idle and basic attacks subdued, game changers and ultimates bright); effects end with the gameplay state; review with N copies, not one. Tag every root with VfxTier and check the ladder (ut_vfx.importance_ladder; observed: slash 0.39 < muzzle 0.46 < impact 1.50 < shockwave 2.60 < explosion 5.99), the crowd (crowd_readability: 20 explosions at gameplay spacing read as 20 shapes, packed 2.2 m apart only 6) and the tail after a stop.
  2. On mobile, a texture moving over a mesh beats a particle cloud (Nikola Damjanov, Nordeus: about 90% of shipped effects; particles are fluff, 100 per emitter max; overdraw hurts more than draw calls). Observed: the same shockwave as one ring mesh drew 1 layer everywhere, 0.037 full-screen equivalents (FSE) at peak, versus 5 to 7 layers where they cover and 0.35 FSE for 36 puffs. Measure fill per frame, not particle counts.
  3. Choose the system by platform and data flow. Every target phone, WebGL, per-particle C#, Unity physics collisions: the Particle System, scriptable module by module. Thousands to millions of GPU particles, depth-buffer collisions, decals, six-way smoke, GPU events: VFX Graph, which needs compute and runs on Android only on a subset of high-end URP devices (e-book) and on the Web only through WebGPU, experimental in 6.3.
  4. One uber material, per-particle data from Custom Data. Nordeus's uber shader: grayscale R colored by a LUT ramp, G emission, B alpha override, linear fade, erosion, second alpha, Blend and Cull per material. AgentKit/VFX/Uber is that shader as text; per-instance variation (erosion curve, random UV offset, wipe) comes from the Custom Data module through custom vertex streams (Hovl Studio: "a random number cannot be made in a shader"), so one material serves every variant and the SRP Batcher stays on. Stream order is a contract the audit checks.
  5. A VFX Graph is a black box with a public API (VFX Graph e-book; Orson Favrel, Unity). Copy a template, expose a few properties and events, drive them with cached IDs; commands are deferred and aliveParticleCount reads -1 until the first readback, then refreshes every 60 frames (observed). Memory is capacity x stored attributes; bounds decide culling; sorting costs a dispatch; a point cache when particles only need positions, an SDF to conform or collide (both scriptable, P8, P12).
  6. Layers with one job each, contrast, order, motion (Sirhaian, Gabriel Aguiar, Nordeus). Dark alpha body under additive heat, glow on top, distinct sorting orders for stacked alpha layers; no linear curves except loops, fast and slow elements mixed, a burst when a loop starts, something always moving; a variant sheet plays as a random fixed frame per particle, never as animation; sparks shrink while fire grows; every layer fades in and out.
  7. Do not paint what you can borrow or compute; import at the size the screen shows (Simon Trümpler; Nordeus 256 typical, 512 max). Borrowed flipbooks get blending and a decelerating frame curve; simple shapes are generated; sprites get soft edges from motion blur, not Gaussian, and keep their values off the border; channel-packed data textures import linear (as sRGB a 0.5 gray reads 0.21, observed); LUTs stay uncompressed.
  8. In 6.3, Shader Graph particle shaders drop GPU instancing on mesh particles silently (Fred Moreau, Unity): +69% main-thread time at 5,000 cubes with identical draw calls (observed). The audit flags it; the fix comes from scenario-unity-shaders.

Establish first

Ask once: target tiers and frame budget (default 30 fps at 65% on mobile = 21.7 ms); compute available; post-processing on the lowest tier (no Bloom means faking glow with an additive layer); gameplay camera and distance; each effect's importance tier, frequency, damage radius and duration; copies on screen at worst (default 20); three effect pillars (Keyser); lit or unlit world, time of day. Defaults: URP, Shuriken, mesh-first on mobile, no post on the low tier, budgets ut_vfx.BUDGETS["mobile"].

Workflow

  1. Brief in numbers. Tier, radius, duration, copies, budgets. GATE: every later check has a threshold (ut_vfx.BUDGETS, marked source or [added]).
  2. Choose the system and the backbone (Stance 2, 3). Shuriken: VfxShuriken.Build(parent, Layer, seed) per layer; a mesh layer sets Layer.mesh (VfxMeshes.Ring, Cone, QuadXZ, Color32 vertex alpha). VFX Graph: VfxGraphJobs.CopyTemplate, then expose in the GUI (references/gui-paths.md) or, unsupported, VfxGraphJobs.Author. GATE: VfxGraphJobs.Contract lists every property and event gameplay uses.
  3. Textures and materials. VfxTextures.ImportVfxTexture (Clamp, tier size; data textures sRGB off); URP particle materials through VfxMaterials.Particle (inspector logic via BaseShaderGUI.SetMaterialKeywords); uber materials through VfxUber.Create(path, UberSpec) with keywords set on the asset, never toggled at runtime. Fire, sparks, trails and magic stay unlit; smoke and dust go Simple Lit or six-way when lighting changes; URP particle shaders cast no shadows. GATE: queue 3000, expected keywords, no magenta, no Built-in shader (audit).
  4. Build the effect. Worked examples: VfxFireballKit.Build (projectile, muzzle, impact with scorch and hot core, explosion) and VfxMeshFx.Build (mesh shockwave, particle shockwave, slash with Custom Data). Custom Data: Layer.custom1X/custom1Y/custom2X/custom2Y (curves or random ranges) sets the module and VfxUber.Streams. Spawn code calls VfxSeed.Reseed(go): fixed seeds are for captures. GATE: VfxAudit.AuditPrefabs 0 errors; warns explained.
  5. Step and look. VfxSequence.CaptureEffect (any prefab: copies with distinct seeds, stop_t for loops, shader time pinned to simulated time) or CaptureFireball; ut_review.review_images; OPEN the contact sheet. GATE: no blank or magenta frame; references/critique.md A and B pass.
  6. Measure. VfxBudget.Overdraw (layers per pixel, FSE, heatmap), Counts, VisualRadius (mesh-aware), ScreenTexel; ut_vfx.effect_verdict or sequence_verdict, texel_verdict, importance_ladder across the set, crowd_readability on VfxStress.StressOverdraw at gameplay spacing, motion_gaps on evenly spaced loop frames; stress profile with AgentKit.AgentProfile.PlayModeTimings against a 0-copy scene. GATE: verdicts pass or warn with a written reason; frame delta within the VFX share.
  7. VFX Graph runtime check (VfxGraphJobs.PlayTest): offscreen camera target, property + event, counts after the deferred frames, N instances batched, culled when turned away; ut_vfx.graph_hygiene(vfx_yaml_facts(...), peak_alive). GATE: counts proportional to the exposed rate, unbatchedInstanceCount == 0, culling both ways, capacity near the alive count.
  8. Fix one thing, re-run 5 to 7, compare (ut_review.compare, heatmaps side by side). Deliver with evidence (scenario-unity-expert report format).
Show full SKILL.md (880 more words)Show less

Numbers

ValueRelative toSource
about 90%effects that are textures moving over meshes (mobile)Nordeus
100max particles per emitter, mobileNordeus
8 to 10 / 5 to 6 / 2 to 3draw calls per high-level / low-level / multi-target SPELL (by gameplay level, not device tier)Nordeus
256 typical, 512 max; LUT uncompressedVFX texture import, mobileNordeus
0.1 to 0.2 s; 0.15 to 0.2 smuzzle and flash life; trail time of a fast projectileGabriel Aguiar
about 0.3 sslash lifetime (= the swing)Hovl Studio
scorch 1.75 to 2, hot core 0.75 to 1.3two stacked marks on the hit surfaceGabriel Aguiar
50 units/sVFX Graph Spawn Over Distance threshold17.3 source
0.5 s; 0.5 to 4tail after the gameplay stop; texels across a particle / its screen pixels (detailed textures)[added]
1 vs 5 to 7 layers, 0.037 vs 0.35 FSEring mesh vs 36-puff shockwave at peak, 960 x 540observed
0.51 FSE, p95 11, 98 particlesfireball kit beat at peak (mobile tier)observed
1.05 FSE, 540 particles; +0.22 ms CPU20 explosions at their peak; replayed together vs none (editor, indicative)observed
0.89 vs 1.51 ms5,000 mesh particles: URP Particles/Unlit vs 6.3 Shader Graph particle templateobserved

Quality gates

  • Measurable: audit counts.error == 0; effect or sequence verdict pass or explained warn (fill, particles, visual/gameplay radius 0.85 to 1.2, 0 particles after the window, tail under 0.5 s); ladder pass; crowd pass at gameplay spacing; texel verdict; stress delta; VFX Graph contract, counts, batching, culling, hygiene.
  • Visual: contact sheet opened; head brightest in flight; nothing cut by geometry; layers fade; heatmap hotspots match something visible; consecutive instances differ.

Common mistakes

MistakeWhat it looks likeFix
A particle cloud where a mesh would do (mobile)5 to 7 overlapping layers for a ring (observed)ring or arc mesh + scrolling uber material, 1 layer
Custom Data without the matching streamsshader reads zeros: no erosion, no hot start (observed)VfxUber.Streams; audit vfx.stream_mismatch
Channel-packed texture imported as sRGBdark, eroded effectsRGB off; audit vfx.data_texture_srgb
Float vertex colors on a mesh particle's meshflat dark blue, alpha 0.25; a MeshRenderer is fine (observed)Mesh.SetColors(List<Color32>); audit vfx.mesh_color_format
Linear size or erosion curvesmechanical motion; six in the v0.1 kit (observed)EaseOut/EaseIn/Decelerate; audit vfx.linear_curve
Variant sheet played as animationevery particle swaps shape togetherrandom fixed frame: Frame over Time random between two constants
Distortion drawn after the transparent it surroundsthe glow under it vanishes (31% left, observed)draw distortion first: lower order or larger Sorting Fudge
Kit seeds shipped fixedevery shot identicalVfxSeed.Reseed on spawn
Instantiate and Destroy per shot at high fire rateallocation spikespool: replay with Clear + Play (VfxStressSpawner), prewarm at load
Close explosion fills the screenfull-screen fill spikeRenderer Max Particle Size (kit: 0.35 mobile) [added]
Billows or flash centered on the hit pointhard straight cut into the surfaceoffset along the normal (mobile) or soft particles (PC)
Equal sorting orders on stacked alpha layersflickerdistinct orders, glow on top
Legacy particle materials left in URPstill draw, so nobody notices; no URP featuresVfxMaterials.MigrateLegacyJob, compare captures
Asserting VFX Graph counts on the send frame-1 or stale valueswait the deferred frame and 60+ frames
Profiling in batch Play mode at uncapped fps300 frames = 0.3 s of effectTime.captureDeltaTime = 1f / 60f, 600 frames

More rows (VFX Graph composition, events, trails, capture traps): references/critique.md section F.

Handoffs

  • Receives from scenario-unity-gameplay: hit point and normal, damage radius, projectile speed, fire rate; from scenario-unity-shaders: dissolve, trail, instanced Shader Graph particles, a variant review of AgentKit/VFX/Uber; from scenario-textures or scenario (Scenario MCP): flipbooks and masks, grayscale on black for additive; from scenario-unity-rendering-lighting: Bloom per tier, Depth and Opaque Texture per tier (soft particles, distortion), Decal feature.
  • Delivers to scenario-unity-gameplay: prefabs with VfxTier, FireballProjectile-style glue, the effect contract; to scenario-unity-performance: stress scene, CSVs, heatmaps; to scenario-unity-mobile: tier budgets and cuts (least important layer first); to scenario-unity-web: VFX Graph only on WebGPU builds.
  • Packet: project, channel, brief in numbers, job ids, contact sheets and heatmaps, verdict lines, Verified, Assumed.

Unity 6.3 notes

  • VFX Graph 17.3.0 is a core package; templates 01_Minimal_System to 06_Firework expose nothing; deprecated: one Trigger Event block with modes, Set Position Shape, Collision Shape, Set Position From Source, Output Particle URP Lit Decal; output sort is Auto, Off or On in YAML (0, 1, 2).
  • SetActiveVertexStreams replaces EnableVertexStreams; URP particle shaders have no ShadowCaster pass and blend flipbooks without motion vectors (VFX Graph has Flipbook Motion Blend): keep motion-vector flipbooks for hero or slow elements (Nordeus); URP distortion samples the opaque texture, which holds no transparents.
  • After 6.3: 6.5 deprecates and 6.6 obsoletes dynamic batching; 6.6 adds Shader Graph Preprocessor Directives and particle nodes; WebGPU leaves experimental in 6.6.

References

  • references/expert-notes.md: principles by expert with timestamps, disagreements and deciding conditions.
  • references/procedures.md: P0 to P19 as copyable code with their live results.
  • references/critique.md: the self-review rubric (gameplay, craft, budget, VFX Graph, honesty) and the full mistakes table.
  • references/gui-paths.md: the same work through windows and menus.
  • references/sources.md: every source, credential, URL, best timestamps, revision history.
  • scripts/ut_vfx.py (budgets, verdicts, ladder, crowd, texels, motion gaps, graph hygiene, .vfx facts, pCache); scripts/AgentKit/Vfx/ (jobs, uber materials, meshes, mesh-first kit); scripts/Runtime/ (stress spawner, projectile glue, VfxTier, VfxSeed); scripts/Shaders/ (VfxUber.shader, VfxOverdraw.shader); scripts/EditorGraph/ (unsupported graph authoring, SDF bake).

© scenario-labs, 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 33 other files (scripts, references) in skills/game-engines/unity/scenario-unity-vfx of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/AgentKit/Vfx/VfxAudit.cs
  • scripts/AgentKit/Vfx/VfxBudget.cs
  • scripts/AgentKit/Vfx/VfxFireballKit.cs
  • scripts/AgentKit/Vfx/VfxGraphJobs.cs
  • scripts/AgentKit/Vfx/VfxMaterials.cs
  • scripts/AgentKit/Vfx/VfxMeshFx.cs
  • scripts/AgentKit/Vfx/VfxMeshes.cs
  • scripts/AgentKit/Vfx/VfxSequence.cs
  • scripts/AgentKit/Vfx/VfxShuriken.cs
  • scripts/AgentKit/Vfx/VfxStress.cs
  • scripts/AgentKit/Vfx/VfxTextures.cs
  • … and 17 more

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence

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Questions about Scenario Unity Vfx

What does Scenario Unity Vfx do?

A skill your agent uses when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle…. Scenario Unity Vfx is an agent skill from scenario-labs/skills.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.

When should I use Scenario Unity Vfx?

Scenario Unity Vfx fits situations like: fixing real-time VFX in Unity 6.3: explosions; projectiles with muzzle; trail and impact; particle System (Shuriken).

How do I install Scenario Unity Vfx in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-unity-vfx -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-vfx in scenario-labs/skills) into .claude/skills/scenario-unity-vfx in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Unity Vfx in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-unity-vfx -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-vfx in scenario-labs/skills) into .agents/skills/scenario-unity-vfx in your project. Codex loads it when a task matches its description.

Can I use Scenario Unity Vfx 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 scenario-labs/skills --skill scenario-unity-vfx -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-unity-vfx, .gemini/skills/scenario-unity-vfx, .github/skills/scenario-unity-vfx and .opencode/skills/scenario-unity-vfx in your project.

What does Scenario Unity Vfx need to run?

Going by SKILL.md and its folder, Scenario Unity Vfx needs C# for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Scenario Unity Vfx access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Unity Vfx 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Unity Vfx use?

Scenario Unity Vfx is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Unity Vfx use?

About 4.5k tokens (SKILL.md is roughly 18k 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 31k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Unity Vfx?

Skills that share tags, products or a category with Scenario Unity Vfx: Dream Shader Create (TypeDreamMoon/DreamShader, 106 stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars) and 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Unity Vfx?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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