awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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 skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-niagaragit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-niagara.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
What 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 5.1 | $0.00085 | $0.01515 |
| Opus 5.5 | $0.00034 | $0.00606 |
| Sonnet 5.5 | $0.00017 | $0.00303 |
| Haiku 4.5 | $0.00009 | $0.00152 |
Grade A, and why
unreal-niagara 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 2d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unreal-niagara — 92% identical, 17 lines differ
How it starts
The opening of the file, as written. The whole thing — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Niagara VFX
Build and control real-time visual effects in UE5 with Niagara: understand the System/Emitter/Module hierarchy, expose parameters you can drive from gameplay, and spawn effects at runtime. Targets UE 5.8. (Niagara replaces the legacy Cascade system.)
When to use
- Use when creating a Niagara System (
NS_) and Emitters (NE_), wiring modules in the spawn/update stages, exposing User parameters to gameplay, or spawning/driving an effect (impact, muzzle flash, fire, magic) from Blueprint or C++. - Use when the project has Niagara
NS_/NE_assets or referencesUNiagaraComponent.
When not to use: material/shader authoring (the look of a surface, not particles) is a
separate topic; shader-programming covers cross-engine shader concepts. Audio for the effect
→ audio-design.
Core workflow
- Understand the hierarchy. A Niagara System (
NS_) is the effect you place/spawn; it contains one or more Emitters (NE_, often emitter templates). Each emitter runs in stages: Emitter Spawn/Update, Particle Spawn/Update, optional Event Handler, and Render. - Build behaviour from Modules, which execute top-to-bottom in each stage (Spawn Rate, Add Velocity, Gravity Force, Color over Life, etc.). Order matters — a later module reads the values earlier ones wrote.
- Know the parameter namespaces:
System,Emitter,Particle, andUser. Only User-namespace parameters are exposed to and settable from Blueprint/C++; the others are internal to the simulation. - Spawn at runtime with
UNiagaraFunctionLibrary::SpawnSystemAtLocation(world position) orSpawnSystemAttached(follows a component/socket), which return aUNiagaraComponent. - Drive the effect by setting its User parameters on the returned component (color, spawn
rate, a target position) and
Activate/Deactivateit. - Verify in the Niagara editor preview and in-level; check bounds (especially GPU emitters), and confirm the effect culls/destroys correctly.
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.
- 2d ago Changed · +5 lines d99f98100495
- 1mo ago First seen · 124 lines · 85 tokens per session scan A c2b2f88f2071
unreal-niagara is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 85 tokens to every session and 1,515 once invoked, about $0.0003 per session on Opus 5.5. 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.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…