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com.amanotes.smartvfx

v1.0.0

Published

VFX definition registry, browser, previewer, and editor tooling for managing Smart VFX assets in Unity games.

Readme

Smart VFX Library

Unity package for managing, browsing, and previewing VFX assets through a structured registry system.

Overview

Smart VFX Library provides a VFXRegistry ScriptableObject that catalogs VFX prefabs with rich metadata — context (World/UI), attach type, status, tags, and learning metadata. Editor tooling lets artists browse, preview, generate, and maintain definitions without writing code.

Package ID

com.amanotes.smartvfx

Structure

SmartVFX/
  Runtime/
    VFXEnums.cs              — All enums (VFXContextType, VFXStatus, VFXAttachType, etc.)
    VFXDefinition.cs         — ScriptableObject describing a single VFX prefab
    VFXRegistry.cs           — ScriptableObject containing all definitions; search/filter API
    VFXContextDetector.cs    — Utility to determine World vs UI context from a target GameObject
    SmartVFXPreviewer.cs     — Runtime/Editor previewer; spawns and plays VFX on a target
  Editor/
    SmartVFXBrowserWindow.cs                  — Browse and preview VFX from the registry
    SmartVFXAutoDependencyIntakePostprocessor.cs — Auto-copies prefab dependencies into library folders
    SmartVFXDependencyIntakeWindow.cs         — Manual dependency intake UI
    SmartVFXGenerateFromTemplateWindow.cs     — Generate new VFX definitions from templates
    SmartVFXGenerateV2Window.cs               — V2 generation workflow
    SmartVFXPromptPrototypeWindow.cs          — Prototype new VFX from a text prompt description
    SmartVFXRetrieveInternalTemplateWindow.cs — Retrieve and inspect internal templates
    VFXDefinitionAutoCreator.cs               — Auto-create VFXDefinition assets from prefabs
    VFXDefinitionMaintenanceWindow.cs         — Batch maintenance on VFXDefinition assets
    VFXInternalLearningWindow.cs              — Manage VFX learning dataset for AI tooling
    VFXPrefabAutoRenamer.cs                   — Auto-rename prefabs to match naming convention
    VFXRegistryBuilderWindow.cs               — Build/rebuild the VFXRegistry asset

Project Asset Convention

The editor tools expect VFX content to live under Assets/_Art/Smart_VFX_Library/ in the host project:

Assets/_Art/Smart_VFX_Library/
  Prefabs/
    UI/      — UI-context VFX prefabs
    World/   — World-context VFX prefabs
  Materials/
    UI/
    World/
  Textures/
    UI/
    World/
  Meshes/
    UI/
    World/
  Animations/
  Data/
    Definitions/   — VFXDefinition ScriptableObjects
    Learning/      — Learning dataset JSON

Usage

Create a Registry

  1. Right-click in Project → Create → Smart VFX Library → VFX Registry
  2. Add VFXDefinition assets to the registry's definitions list

Create a Definition

Right-click → Create → Smart VFX Library → VFX Definition, or use the Tools → Smart VFX Library editor windows.

Browse & Preview

Tools → Smart VFX Library → Browser opens SmartVFXBrowserWindow. Select a definition and a target GameObject to preview.

Runtime API

// Preview a VFX on a target
SmartVFXPreviewer.Preview(myDefinition, targetGameObject);

// Clear preview
SmartVFXPreviewer.ClearPreview();

// Query registry
foreach (var def in registry.GetByContext(VFXContextType.UI))
    Debug.Log(def.displayName);

var fireDef = registry.FindById("fire_explosion_001");

Dependencies

None — pure Unity package, no external dependencies.