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unity-particles-vfx
Unity Particles and VFX
Installer avec Codex ou Claude Copiez ce prompt, collez-le dans Codex, Claude ou un autre assistant, puis laissez-le vérifier la page du skill et l'installer pour vous.
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Unity Particles and VFX
Installer avec Codex ou Claude Copiez ce prompt, collez-le dans Codex, Claude ou un autre assistant, puis laissez-le vérifier la page du skill et l'installer pour vous.
Basé sur la classification professionnelle SOC
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| 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.