keijiro/Skinner
Special Effects with Skinned Mesh in Unity observed · 2026-08-28
Health v2 · maintenance only
23/100
- Activity 0
- Release rhythm 8
- Longevity 100
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-02. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 3574
- days_rel: n/a
- days_push: 2512
- n_releases_24m: 0
Adoption not part of the score
3581 stars · 418 forks observed · 2026-08-28
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-29, confidence not recorded
Skinner is a Unity library of special effects that use the vertices of an animating skinned mesh as emitting points for particle and trail effects. It converts vertex positions into GPU-friendly data via replacement shaders, avoiding extra CPU and memory overhead.
Use cases
- create particle effects that follow an animated character's body
- make motion trails from skinned mesh vertices in Unity
- add GPU-driven VFX to a rigged character
- emit particles from a deforming mesh without CPU readback
- build stylized character dissolve or glitch effects
When to choose
- you use Unity and want vertex-based character VFX with minimal CPU cost
- you need particle or trail effects driven by skinned mesh animation
When to avoid
- you work in a game engine other than Unity
- you need general-purpose CPU-side mesh processing
- you need actively maintained tooling - the last release was in 2019
Facets
library · maturity maintenance
graphics simulation image-processing graphics game-engine cross-platform unity skinned-mesh special-effects shaders compute-shaders particles vfx game-development real-time gpu
1 source
- readme: https://github.com/keijiro/Skinner · fetched 2026-08-28 · f504f5fe4efc
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| keijiro/Skinner | main | 23 |
For agents
Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem