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 agentmods add skills/thearcforge/hades/unity-vfxnpx skills add TheArcForge/Hades --skill unity-vfxgit clone --depth 1 https://github.com/TheArcForge/HadesWhat 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 | $0.00032 | $0.05955 |
| Opus 5 | $0.00016 | $0.02978 |
| Sonnet 5 | $0.00006 | $0.01191 |
| Haiku 4.5 | $0.00003 | $0.00596 |
Grade A, and why
unity-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 3d 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 — 674 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity VFX
Deep decision framework for visual effects in Unity. Covers VFX Graph vs legacy Particle System selection, per-effect performance budgets, LOD and culling strategies, common effect patterns, and pooling for frequent spawns. Profile overdraw first — transparent particles are the most common GPU bottleneck in Unity projects.
When to Apply
Activate when the conversation involves:
- Choosing between VFX Graph and the legacy Particle System for a new effect
- Profiling or reducing GPU overdraw from particle effects
- Scaling particle counts or quality across device tiers
- Implementing LOD or culling for effects at distance
- Building reusable VFX patterns (impacts, trails, ambient, destruction)
- Pooling VFX instances to avoid Instantiate/Destroy cost
- Triggering effects from C# (SendEvent, parameter injection)
Do NOT activate for general rendering performance questions — those go to hades:unity-performance. For shader authoring inside VFX Graph, cross-reference hades:unity-shaders-urp or hades:unity-shaders-hdrp.
Project Context Check
Before making recommendations, gather project-specific context so advice is calibrated to the actual codebase.
-
Determine the render pipeline — this governs VFX Graph eligibility:
- Call
project_settings(section: "renderPipeline")— VFX Graph requires URP or HDRP. If Built-in is returned, VFX Graph is not available and all advice must target the legacy Particle System. Do not suggest VFX Graph if this returns Built-in.
- Call
-
Audit existing VFX usage:
- Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "ParticleSystem", edgeTargetKind: "Class")— inventories legacy particle systems in the scene. Large counts on mobile are an immediate concern for CPU emission cost. - Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "VisualEffect", edgeTargetKind: "Class")— inventories VFX Graph instances. Shows whether the team has already adopted VFX Graph.
- Call
-
Check documented VFX decisions:
- Call
recall_memory("VFX particles effects")— retrieves any particle budgets, platform limits, or effect decisions already recorded by the team. - If a new decision is reached, call
propose_memory_updateto record the budget or pattern for future reference.
- Call
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.
- 3d ago First seen · 674 lines · 32 tokens per session scan A fa1c0824af87
unity-vfx is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 7d ago), licensed MIT. It adds 32 tokens to every session and 5,955 once invoked, about $0.0002 per session on Opus 5. 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 2026-08-30.
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