| name | particle-systems |
| version | 2.0.0 |
| description | Use when creating, tuning, optimizing, pooling, or troubleshooting particle effects, visual effects recipes, GPU particles, or engine-specific VFX tooling. |
| sasmp_version | 1.3.0 |
| bonded_agent | 03-graphics-rendering |
| bond_type | PRIMARY_BOND |
| parameters | [{"name":"effect_type","type":"string","required":false,"validation":{"enum":["explosion","fire","smoke","magic","weather","impact"]}},{"name":"platform","type":"string","required":false,"validation":{"enum":["pc","console","mobile","vr"]}}] |
| retry_policy | {"enabled":true,"max_attempts":3,"backoff":"exponential"} |
| observability | {"log_events":["start","complete","error"],"metrics":["particle_count","draw_calls","gpu_time_ms"]} |
Particle Systems
Oasis7 Workflow Binding
In oasis7, this is a domain-triggered, non-default VFX aid. It supports
game_visual_interaction_designer and the relevant implementation slice when a
task actually changes player-facing effects, readability, or visual-performance
behavior. It does not replace visual direction, implementation ownership, QA
verification, or real screenshot/playtest evidence.
When to Use
Use this skill when:
- a task creates or changes particle effects, VFX recipes, pooling, GPU particles, or visual performance
- visual feedback needs particle timing, readability, or performance guidance
- a game_visual_interaction_designer or implementation slice needs reusable VFX reference material
Do not use this skill when:
- the visual change is static UI styling with no particle/VFX behavior
- the task is pure gameplay logic without player-facing visual feedback
- the task only needs generic VFX education without an oasis7 visual or runtime
decision
Core Workflow
- Start from the player-facing effect purpose: feedback, readability, mood, or performance.
- Read
references/full-guidance.md for architecture, recipes, Unity setup, GPU particles, pooling, troubleshooting, and tools.
- Verify effects visually and with performance constraints on the target scene/viewport.
Supporting Files
references/full-guidance.md: detailed original guidance, examples, patterns, and command/reference material.
Oasis7-Specific Surfaces
- VFX assets and effect code touched by the task
- visual/playtest evidence
references/full-guidance.md
Known Failure Modes
- A beautiful effect can still fail if it obscures gameplay state or target readability.
- Particle counts that pass on desktop may fail on target hardware; verify budget where the effect ships.
- Pooling effects requires full reset of lifetime, color, transforms, emitters, and callbacks.
Guardrails
- Keep this entrypoint concise; move heavy examples or catalog material to supporting files.
- Do not bypass oasis7 task/worktree truth or professional role ownership when the workflow requires it.
- Do not present reference material as verified project behavior without checking the current repo state.
- Do not treat a particle recipe as accepted visual direction without
game_visual_interaction_designer ownership and real rendering/playtest
evidence.
Verification
- Run the visual/performance check tied to the effect, including screenshot or playtest evidence when relevant.
- Run
./scripts/lint-skills.sh after skill edits.