cocos-vfx-browser-qa

Automate browser-based VFX acceptance testing for Cocos VFX blocks and combos.

3|Updated Mar 6, 2026
One-click install
npx skills add https://github.com/eaglhuang/cocos_new --skill cocos-vfx-browser-qa
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cocos-vfx-browser-qa
Source: https://github.com/eaglhuang/cocos_new/tree/main/.agents/skills/cocos-vfx-browser-qa
Command: npx skills add https://github.com/eaglhuang/cocos_new --skill cocos-vfx-browser-qa

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill automates browser-based acceptance testing for Cocos VFX blocks and combos in BattleScene preview. It uses a built-in browser/headless browser to verify VFX block effects and composed recipes running against http://localhost:7456 with previewMode=true and previewTarget=5, enabling health audits, per-block validation, and regression checks prior to merging vfx-block-registry.ts / vfx-effects.json.

Core Features & Use Cases

  • Automated browser-based VFX acceptance testing for single blocks and block combos.
  • Validation of playbackability, absence of load/play errors, and at least one visible output source (ParticleSystem or Animation).
  • Generates runnable reports and screenshots suitable for review before code changes are merged.

Quick Start

Provide scope and runId to start an automated VFX browser QA run, e.g., scope=blocks runId=VFX-QA-2026-04-16

Frequently Asked Questions about cocos-vfx-browser-qa

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I automate VFX acceptance testing for Cocos blocks in a browser preview?

Automated VFX acceptance testing runs in a browser against the Cocos BattleScene preview at localhost:7456 with previewMode=true, validating block playback and generating reports before merging vfx-block-registry.ts.

What does browser-based VFX health auditing check for in Unity battles?

VFX health auditing in the browser preview checks for playbackability, verifies the absence of load or play errors, and confirms at least one visible output source like a ParticleSystem or Animation exists.

Do I need a local VFX preview server to run automated VFX regression checks?

Yes, running automated VFX regression checks requires a browser automation runtime and a local VFX preview server hosted at localhost:7456 to execute the BattleScene validation.

How do I validate VFX block combos before merging vfx-effects.json?

You validate VFX block combos by triggering VfxComposerTool entry points in the browser preview, recording play counts, capturing console warnings, and generating screenshots for recipe regression checks.

Can I capture console warnings during Cocos VFX browser automation?

Yes, the browser automation runtime captures console warnings during VFX preview loading and playback, including them in the generated artifacts and runnable reports for review.

What's the best way to generate QA reports for VFX block validation?

The best way to generate QA reports is running an automated browser VFX acceptance test with a defined scope and runId, which produces screenshots and validation artifacts for single blocks and combos.