create-vfx-effects

create-vfx-effects is a skill for Claude Code, Codex from OpenDCAI/GameFactory-3A. It costs 78 tokens per session (1,666 once invoked), scanned A, original, Apache-2.0.

Guidance and reusable code for creating visual effects in Unreal Engine 5 or Unity, such as smoke, fire, explosions, dust, and stylized effects.

In plain words
What is it for?
It helps find and reuse existing effect templates, adjust their parameters, and connect effects to environments, combat actions, animations, or character sockets.
Why use it?
It keeps game effects reusable and separates engine-specific code from the rest of the project.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps find and reuse existing effect templates, adjust their parameters, and connect effects to environments, combat actions, animations, or character sockets.

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Install with agentmods
npx agentmods add skills/opendcai/gamefactory-3a/create-vfx-effects
Install

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.

Any agent
npx skills add OpenDCAI/GameFactory-3A --skill create-vfx-effects
Clone the repo
git clone --depth 1 https://github.com/OpenDCAI/GameFactory-3A

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for create-vfx-effects

README.md
[![agentmods](https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/create-vfx-effects.svg)](https://agentmods.dev/skills/opendcai/gamefactory-3a/create-vfx-effects)
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<a href="https://agentmods.dev/skills/opendcai/gamefactory-3a/create-vfx-effects"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/create-vfx-effects.svg" alt="Measured on agentmods" height="20"></a>
Per session 78 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,666 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00078 $0.01666
Opus 5 $0.00039 $0.00833
Sonnet 5 $0.00016 $0.00333
Haiku 4.5 $0.00008 $0.00167

Measured 8d ago against content hash 1f54e18b6321, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

create-vfx-effects 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 8d 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.

agent_skills/engine_context/create-vfx-effects/SKILL.md · 152 lines

How it starts

The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Create VFX Effects

Start from a reviewed Niagara System, particle prefab, or VFX Graph asset. The adapters provide a common spawn and cleanup interface; Unity's procedural effects are fallbacks for projects without a suitable asset.

Select The Engine

  • For UE5, read <REPO_PATH>/engine_adapters/ue5/vfx/vfx_functions.py and call its Python API inside Unreal Editor.
  • For Unity, read <REPO_PATH>/engine_adapters/unity3d/vfx/Runtime/A3Game_VFX.cs. Copy it under the target project's Assets/ directory before referencing the class.
  • Keep engine-specific code out of host Python and model/operator modules.

For Mechanic tasks, UEClient remains the only host-side Unreal API. Use the VFX modules as references for generated engine code or in an editor-side review step; do not import them from the host Agent or bypass UEClient transport boundaries.

Reuse Templates First

  1. Search the project for an effect with the right silhouette and timing. In Unity, check Assets/ and %APPDATA%/Unity/Asset Store-5.x/.
  2. Tune exposed parameters, transforms, material instances, or colors on an instance. Leave the source template unchanged.
  3. Pass a project-specific asset path or prefab when the documented default is not installed.
  4. Fall back to Unity's procedural named functions only when no reviewed asset is available.

Do not substitute a glowing sphere or untextured white particles for smoke or fire.

UE5 Functions

  • Call spawn_smoke, spawn_fire, spawn_explosion, or spawn_dust for named effects.
  • Call spawn_niagara(system_path, ...) for a project-specific template.
  • Call spawn_effect(kind, ...) when the category is selected dynamically.
  • Call stop_effect(actor, destroy=True) to clean up a looping effect.
  • For ink, frost, or cyber, call spawn_styled_effect.
  • For action-attached effects, build a WorldFlexVFXBinder request with build_punch_fire_binding; run detection with Apply=false before changing an animation asset.
  • Treat locations as centimeters and rotations as (pitch, yaw, roll) degrees.

Read the full file on GitHub · 152 lines

Changes

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.

  1. 8d ago First seen · 152 lines · 78 tokens per session scan A 1f54e18b6321

Subscribe to this mod's changes

create-vfx-effects is a skill published in the GitHub repository OpenDCAI/GameFactory-3A (483 stars, last pushed yesterday), licensed Apache-2.0. It adds 78 tokens to every session and 1,666 once invoked, about $0.0004 per session on Opus 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.

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