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skills/unity-feature-implementation/specializations/vfx.md
914 Bytes · Oct 4, 2026 · 12:29 UTC
# VFX Specialization ## Use when Use for Particle System, VFX Graph, trails, impacts, GPU particles, spawned visual feedback, and effect orchestration. ## Inspect first - Particle System or VFX Graph - render pipeline - effect pooling - spawn ownership - network visibility - target platform - effect lifetime - event and property bindings ## Implementation rules - Keep gameplay authority separate from effects. - Pool frequently spawned effects when justified. - Avoid unbounded particles. - Reset pooled effect state. - Do not synchronize visual-only state unnecessarily. - Consider transparent overdraw. - Use project naming and property conventions. - Keep effect lifetime and cleanup explicit. - Avoid expensive readbacks. ## Validation - correct trigger - repeated spawning - pooled reuse - cleanup - scene unload - target platform - visual inspection - particle count and performance when relevant
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