Dream Shader Create
TypeDreamMoon/DreamShader
Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it…
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…
$ npx skills add scenario-labs/skills --skill scenario-unity-vfx -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-unity-vfx --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/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-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 "scenario-unity-vfx" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-vfx into .claude/skills/scenario-unity-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-vfx", 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/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-vfxType 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 scenario-labs/skills --skill scenario-unity-vfx -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-unity-vfx --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-vfx .agents/skills/scenario-unity-vfx && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-unity-vfx" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-vfx into .agents/skills/scenario-unity-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-vfx", 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 scenario-labs/skills --skill scenario-unity-vfx -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-unity-vfx --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-vfx .cursor/skills/scenario-unity-vfx && 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 "scenario-unity-vfx" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-vfx into .cursor/skills/scenario-unity-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-vfx", 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/scenario-labs/skills.git --path skills/game-engines/unity/scenario-unity-vfx--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 scenario-labs/skills --skill scenario-unity-vfx -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-unity-vfx --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-vfx .gemini/skills/scenario-unity-vfx && 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 "scenario-unity-vfx" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-vfx into .gemini/skills/scenario-unity-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-vfx", 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 scenario-labs/skills scenario-unity-vfxInstalls 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 scenario-labs/skills --skill scenario-unity-vfx -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-vfx .github/skills/scenario-unity-vfx && 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 "scenario-unity-vfx" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-vfx into .github/skills/scenario-unity-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-vfx", 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 scenario-labs/skills --skill scenario-unity-vfx -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-unity-vfx --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-vfx .opencode/skills/scenario-unity-vfx && 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 "scenario-unity-vfx" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/unity/scenario-unity-vfx into .opencode/skills/scenario-unity-vfx/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-unity-vfx", 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.
scenario-unity-vfxA 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. 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.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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 11 files in scripts/ (C#, from the files we listed), which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
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.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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 scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,028 words, ~4,467 tokens.
.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.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).
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.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.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).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"].
ut_vfx.BUDGETS, marked source or [added]).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.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).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.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.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.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.ut_review.compare, heatmaps side by side). Deliver with evidence (scenario-unity-expert report format).| Value | Relative to | Source |
|---|---|---|
| about 90% | effects that are textures moving over meshes (mobile) | Nordeus |
| 100 | max particles per emitter, mobile | Nordeus |
| 8 to 10 / 5 to 6 / 2 to 3 | draw calls per high-level / low-level / multi-target SPELL (by gameplay level, not device tier) | Nordeus |
| 256 typical, 512 max; LUT uncompressed | VFX texture import, mobile | Nordeus |
| 0.1 to 0.2 s; 0.15 to 0.2 s | muzzle and flash life; trail time of a fast projectile | Gabriel Aguiar |
| about 0.3 s | slash lifetime (= the swing) | Hovl Studio |
| scorch 1.75 to 2, hot core 0.75 to 1.3 | two stacked marks on the hit surface | Gabriel Aguiar |
| 50 units/s | VFX Graph Spawn Over Distance threshold | 17.3 source |
| 0.5 s; 0.5 to 4 | tail 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 FSE | ring mesh vs 36-puff shockwave at peak, 960 x 540 | observed |
| 0.51 FSE, p95 11, 98 particles | fireball kit beat at peak (mobile tier) | observed |
| 1.05 FSE, 540 particles; +0.22 ms CPU | 20 explosions at their peak; replayed together vs none (editor, indicative) | observed |
| 0.89 vs 1.51 ms | 5,000 mesh particles: URP Particles/Unlit vs 6.3 Shader Graph particle template | observed |
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.| Mistake | What it looks like | Fix |
|---|---|---|
| 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 streams | shader reads zeros: no erosion, no hot start (observed) | VfxUber.Streams; audit vfx.stream_mismatch |
| Channel-packed texture imported as sRGB | dark, eroded effect | sRGB off; audit vfx.data_texture_srgb |
| Float vertex colors on a mesh particle's mesh | flat dark blue, alpha 0.25; a MeshRenderer is fine (observed) | Mesh.SetColors(List<Color32>); audit vfx.mesh_color_format |
| Linear size or erosion curves | mechanical motion; six in the v0.1 kit (observed) | EaseOut/EaseIn/Decelerate; audit vfx.linear_curve |
| Variant sheet played as animation | every particle swaps shape together | random fixed frame: Frame over Time random between two constants |
| Distortion drawn after the transparent it surrounds | the glow under it vanishes (31% left, observed) | draw distortion first: lower order or larger Sorting Fudge |
| Kit seeds shipped fixed | every shot identical | VfxSeed.Reseed on spawn |
| Instantiate and Destroy per shot at high fire rate | allocation spikes | pool: replay with Clear + Play (VfxStressSpawner), prewarm at load |
| Close explosion fills the screen | full-screen fill spike | Renderer Max Particle Size (kit: 0.35 mobile) [added] |
| Billows or flash centered on the hit point | hard straight cut into the surface | offset along the normal (mobile) or soft particles (PC) |
| Equal sorting orders on stacked alpha layers | flicker | distinct orders, glow on top |
| Legacy particle materials left in URP | still draw, so nobody notices; no URP features | VfxMaterials.MigrateLegacyJob, compare captures |
| Asserting VFX Graph counts on the send frame | -1 or stale values | wait the deferred frame and 60+ frames |
| Profiling in batch Play mode at uncapped fps | 300 frames = 0.3 s of effect | Time.captureDeltaTime = 1f / 60f, 600 frames |
More rows (VFX Graph composition, events, trails, capture traps): references/critique.md section F.
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.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.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.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
SKILL.md and 33 other files (scripts, references) in skills/game-engines/unity/scenario-unity-vfx of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Unity Vfx 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 |
|---|---|---|---|---|---|---|
| Scenario Unity Vfx this skillscenario-labs/skills | 946 | — | ~4.5k | Automated safety check: Pass | MIT | |
| Dream Shader CreateTypeDreamMoon/DreamShader | 106 | — | ~1.9k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence |
TypeDreamMoon/DreamShader
Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Categories
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.
Scenario Unity Vfx fits situations like: fixing real-time VFX in Unity 6.3: explosions; projectiles with muzzle; trail and impact; particle System (Shuriken).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.