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 OpenDCAI/GameFactory-3A --skill create-vfx-effectsgit clone --depth 1 https://github.com/OpenDCAI/GameFactory-3AWrote 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/opendcai/gamefactory-3a/create-vfx-effects)<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>- 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 | $0.00078 | $0.01666 |
| Opus 5 | $0.00039 | $0.00833 |
| Sonnet 5 | $0.00016 | $0.00333 |
| Haiku 4.5 | $0.00008 | $0.00167 |
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.
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.pyand 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'sAssets/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
- Search the project for an effect with the right silhouette and timing. In Unity,
check
Assets/and%APPDATA%/Unity/Asset Store-5.x/. - Tune exposed parameters, transforms, material instances, or colors on an instance. Leave the source template unchanged.
- Pass a project-specific asset path or prefab when the documented default is not installed.
- 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, orspawn_dustfor 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 withApply=falsebefore changing an animation asset. - Treat locations as centimeters and rotations as
(pitch, yaw, roll)degrees.
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.
- 8d ago First seen · 152 lines · 78 tokens per session scan A 1f54e18b6321
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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