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unity-content-animation-vfx

Create, import, configure, and integrate Unity visual or audio content through Unity MCP. Use for textures and sprites, models, materials, shaders, animation clips and Animator Controllers, particles, Visual Effect Graph, LineRenderer and TrailRenderer effects, audio assets, procedural placeholders, asset import settings, prefab assembly, and visual or audiovisual verification.

来源信息

仓库
pirate-608/codex-plugins
最近来源活动
2026年8月10日 14:24
检测到的 SKILL.md 语言
英语
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默认使用会先检查来源的 Prompt;你也可以切换为直接命令,或下载本地副本。

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决定是否安装前,请先阅读 SKILL.md,以及 SkillsMP 当前展示的配套文件。

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SKILL.md
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name
unity-content-animation-vfx
description
Create, import, configure, and integrate Unity visual or audio content through Unity MCP. Use for textures and sprites, models, materials, shaders, animation clips and Animator Controllers, particles, Visual Effect Graph, LineRenderer and TrailRenderer effects, audio assets, procedural placeholders, asset import settings, prefab assembly, and visual or audiovisual verification.
# Unity Content, Animation & VFX Build content as an auditable pipeline from source asset to imported asset, configured component, reusable prefab, and verified scene result. ## Workflow 1. Read editor state, project info, pipeline, installed content packages, target asset folder, and existing naming/import conventions. 2. Inspect before replacing. Preserve authored assets unless the user explicitly requests regeneration. 3. Create or import into organized `Assets/...` paths. Use MCP asset generation only for requested or clearly temporary content. 4. Configure import settings for the target platform and use case. 5. Create materials or shaders compatible with the detected pipeline; inspect shader properties before setting them. 6. Configure animation, audio, particle, VFX Graph, line, or trail components with the appropriate management tool. 7. Assemble reusable content into prefabs and instantiate prefabs through `manage_gameobject`. 8. Wait for imports and compilation, inspect the console, enter Play mode when runtime playback matters, and capture screenshots. ## Content Rules - Keep generated placeholders visibly named and segregated so they are easy to replace. - For sprites, set type, pixels-per-unit, pivot, sprite mode, filtering, compression, and mipmaps intentionally. - For 3D models, preserve scale, rig, material, and animation conventions already used by the project. - Do not assume Standard, URP, or HDRP shader names. Use pipeline info, reflection, and material inspection. - Prefer material property blocks for per-renderer variation when a new material asset is unnecessary. - Separate authored animation clips, Animator Controllers, parameters, transitions, and runtime driver code. - Verify VFX Graph availability before using `vfx_*` actions; provide a ParticleSystem fallback only when it meets the brief. - Treat audio loudness, looping, spatial blend, mixer routing, and import compression as part of integration. - Avoid large inline generated assets unless the user requested generation and the model/tool supports it. ## Verification Gate Confirm the asset imports cleanly, references are not missing, the correct pipeline shader renders, animation/VFX/audio plays under the intended conditions, no new console errors appear, and visual content has screenshot evidence. Read the shared [tool reference](../unity-mcp-skill/references/tools-reference.md) for texture, material, shader, animation, VFX, asset-generation, and prefab parameters.
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