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unity-particles-vfx
Unity Particles and VFX
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Unity Particles and VFX
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
| name | unity-particles-vfx |
| description | Unity Particles and VFX |
Use this skill when creating particle effects, configuring the Shuriken Particle System, building VFX Graph effects, or optimizing visual effects performance.
Unity's CPU-based particle system. Each ParticleSystem component has a set of modules that control emission, movement, appearance, and lifetime.
| Module | Purpose | Key Properties |
|---|---|---|
| Main | Lifetime, speed, size, gravity, simulation space | Duration, Start Lifetime, Start Speed, Start Size, Gravity Modifier |
| Emission | How many particles spawn | Rate Over Time, Rate Over Distance, Bursts |
| Shape | Where particles spawn from | Shape type, radius, angle, emit from |
| Velocity Over Lifetime | Modify velocity after spawn | Linear/Orbital/Radial velocity curves |
| Limit Velocity Over Lifetime | Cap speed, apply drag | Speed, Dampen |
| Inherit Velocity | Inherit emitter movement | Mode (Initial/Current), Multiplier |
| Force Over Lifetime | Apply forces (wind, gravity) | XYZ force curves |
| Color Over Lifetime | Fade in/out, color shift | Gradient |
| Size Over Lifetime | Grow/shrink | Curve |
| Rotation Over Lifetime | Spin particles | Angular velocity |
| Noise | Turbulence, organic motion | Strength, Frequency, Scroll Speed |
| Collision | Bounce off surfaces | World/Planes, Bounce, Lifetime Loss |
| Trigger | Detect entry/exit from colliders | Inside/Outside/Enter/Exit callbacks |
| Sub-Emitters | Spawn child particles | On Birth/Death/Collision/Trigger |
| Texture Sheet Animation | Flipbook animation | Grid mode, rows, columns, frame curve |
| Renderer | How particles look | Billboard, Stretched, Mesh, Trail, Material |
Controls where particles originate:
| Shape | Emit From | Use Case |
|---|---|---|
| Sphere | Volume / Surface / Edge | Explosions, magic orbs |
| Hemisphere | Half sphere | Ground bursts |
| Cone | Base / Volume / Shell | Torch fire, spotlight dust |
| Box | Volume / Surface / Edge | Snow, rain (wide area) |
| Mesh | Vertices / Edges / Triangles | Emitting from a character mesh |
| Circle | Edge / Ring | Ground ring effects |
| Edge | Along a line | Waterfall edge |
| Sprite | Sprite shape | 2D effects |
// Fire torch shape:
Shape: Cone
Angle: 15
Radius: 0.3
Emit from: Base
Randomize Direction: 0.1
Rate Over Time: 50 // 50 particles per second (continuous)
Rate Over Distance: 10 // 10 particles per unit moved (tire marks, footprints)
Emit a batch at a specific time:
Bursts:
Time: 0.0, Count: 30, Cycles: 1, Interval: 0, Probability: 1.0
Time: 0.5, Count: 15, Cycles: 3, Interval: 0.2, Probability: 0.8
Animate particles using a sprite sheet:
Texture Sheet Animation:
Mode: Grid
Tiles: 4 x 4 // 16 frames
Animation: Whole Sheet
Frame Over Time: Curve (0 to 1 over lifetime)
Start Frame: Random Between 0 and 3 // Variety
Cycles: 1
Useful for: cartoon smoke puffs, explosions, fire, stylized effects.
| Criteria | Particle System (Shuriken) | VFX Graph |
|---|---|---|
| Execution | CPU | GPU (compute shaders) |
| Particle Count | Thousands | Millions |
| Render Pipeline | Built-in, URP, HDRP | URP, HDRP only |
| Authoring | Inspector modules | Node graph |
| Collision | Built-in world collision | Simplified (planes, spheres) |
| SubEmitters | Full support | Event-based (different model) |
| Physics Interaction | OnParticleCollision messages | No direct physics callbacks |
| Script Control | Extensive API | Exposed properties + events |
Use Particle System when: You need CPU-side collision callbacks, script-driven emission, small-to-medium particle counts, or Built-in Render Pipeline support.
Use VFX Graph when: You need massive particle counts (100K+), GPU-driven simulation, complex behaviors via visual programming, or HDRP integration.
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