vfx

vfx is a skill for Claude Code, Codex from AlexeyPerov/Unity-Open-MCP. It costs 0 tokens per session (1,337 once invoked), scanned A, original, MIT.

A skill for controlling Unity’s Visual Effect Graph, the Unity tool for creating real-time particle and visual effects, through an MCP connection. It works when the Unity project has the required Visual Effect Graph package and a supported rendering pipeline.

In plain words
What is it for?
Use it to drive Visual Effect Graph work in an open Unity project, check the connection and package availability, and activate its tool group when needed.
Why use it?
It provides the agent with access to Visual Effect Graph controls only when the Unity project and connection are ready. The guide explains the required setup and how the feature becomes available.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to drive Visual Effect Graph work in an open Unity project, check the connection and package availability, and activate its tool group when needed.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/alexeyperov/unity-open-mcp/vfx
Install

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.

Any agent
npx skills add AlexeyPerov/Unity-Open-MCP --skill vfx
Clone the repo
git clone --depth 1 https://github.com/AlexeyPerov/Unity-Open-MCP

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for vfx

README.md
[![agentmods](https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/vfx/github.svg)](https://agentmods.dev/skills/alexeyperov/unity-open-mcp/vfx)
Your own site
<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.

agentmods 80×15 button for vfx

Your own site · 80×15
<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>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,337 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.01337
Opus 5 $0.00000 $0.00668
Sonnet 5 $0.00000 $0.00267
Haiku 4.5 $0.00000 $0.00134

Measured 8d ago against content hash 427cd3d3d6c8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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 8d 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.

skills/extensions/vfx/SKILL.md · 109 lines

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 has com.unity.visualeffectgraph installed (the bridge sets the UNITY_OPEN_MCP_EXT_VFX define automatically). When the package is present, the vfx group activates automatically for the session — its tools appear in ListTools with no manual manage_tools call.

Preconditions

  • Unity Editor is open with the target project.
  • unity_open_mcp_ping returns connected: true.
  • The project has com.unity.visualeffectgraph installed (requires URP or HDRP). If capabilities reports the vfx group as available: false, install the package (and a Scriptable Render Pipeline) and let the bridge recompile.
  • The vfx group is auto-activated when the package is present — check unity_open_mcp_manage_tools(action="list_groups"); the group should show activationSource: "auto". If you deactivated it manually, re-activate with manage_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_list and vfx_open work over the public runtime UnityEngine.VFX.VisualEffectAsset type and the serialized file format — always work, stable across versions.
  • vfx_block_edit reflects 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 structured vfx_block_edit_requires_editor_window error — open the graph in the window (vfx_open) and retry, or edit the block manually.

Read the full file on GitHub · 109 lines

Files

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.

Changes

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.

  1. 8d ago First seen · 109 lines · 0 tokens per session scan A 427cd3d3d6c8

Subscribe to this mod's changes

vfx is a skill published in the GitHub repository AlexeyPerov/Unity-Open-MCP (12 stars, last pushed 11d 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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