Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add AlexeyPerov/Unity-Open-MCP --skill vfxgit clone --depth 1 https://github.com/AlexeyPerov/Unity-Open-MCPWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/alexeyperov/unity-open-mcp/vfx)<a href="https://agentmods.dev/skills/alexeyperov/unity-open-mcp/vfx"><img src="https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/vfx/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/alexeyperov/unity-open-mcp/vfx"><img src="https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/vfx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00000 | $0.01337 |
| Opus 5.5 | $0.00000 | $0.00535 |
| Sonnet 5.5 | $0.00000 | $0.00267 |
| Haiku 4.5 | $0.00000 | $0.00134 |
Grade A, and why
vfx scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Open MCP — VFX Graph Extension
Skill for AI agents driving the Unity Visual Effect Graph package
(com.unity.visualeffectgraph) in a Unity project through the unity-open-mcp
MCP server.
This domain is embedded in the bridge, compile-gated on
com.unity.visualeffectgraph, and auto-activating. Its tools compile in only when the project hascom.unity.visualeffectgraphinstalled (the bridge sets theUNITY_OPEN_MCP_EXT_VFXdefine automatically). When the package is present, thevfxgroup activates automatically for the session — its tools appear inListToolswith no manualmanage_toolscall.
Preconditions
- Unity Editor is open with the target project.
unity_open_mcp_pingreturnsconnected: true.- The project has
com.unity.visualeffectgraphinstalled (requires URP or HDRP). Ifcapabilitiesreports thevfxgroup asavailable: false, install the package (and a Scriptable Render Pipeline) and let the bridge recompile. - The
vfxgroup is auto-activated when the package is present — checkunity_open_mcp_manage_tools(action="list_groups"); the group should showactivationSource: "auto". If you deactivated it manually, re-activate withmanage_tools(action="activate", group="vfx").
Tool prefix
All tools in this pack use unity_open_mcp_vfx_*.
Vocabulary
A VisualEffectGraph is a .vfx asset — the authored effect graph. It holds
contexts (Spawn / Init / Update / Output) which contain blocks (the
per-particle operations). It exposes properties (named, agent-addressable
parameters) that can be set per-instance at runtime.
Version-stability note
VFX Graph's editor graph model (UnityEditor.VFX: VFXGraph, VFXContext,
VFXBlock, VFXSlot) is largely internal/unstable — more so than Shader
Graph's. This pack's tools split cleanly along that boundary:
vfx_listandvfx_openwork over the public runtimeUnityEngine.VFX.VisualEffectAssettype and the serialized file format — always work, stable across versions.vfx_block_editreflects over the editor graph model, which requires the VFX Graph window to be open (there is no stable public headless entry point to load + edit + save a graph). When the window is closed, the tool returns a structuredvfx_block_edit_requires_editor_windowerror — open the graph in the window (vfx_open) and retry, or edit the block manually.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 109 lines · 0 tokens per session scan A 427cd3d3d6c8
vfx is a skill published in the GitHub repository AlexeyPerov/Unity-Open-MCP (17 stars, last pushed 14d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,337 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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