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 agentmods add skills/playcanvas/create-playcanvas/add-effectsnpx skills add playcanvas/create-playcanvas --skill add-effectsgit clone --depth 1 https://github.com/playcanvas/create-playcanvasWrote 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/playcanvas/create-playcanvas/add-effects)<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/add-effects"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/add-effects.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00039 | $0.01114 |
| Opus 5 | $0.00019 | $0.00557 |
| Sonnet 5 | $0.00008 | $0.00223 |
| Haiku 4.5 | $0.00004 | $0.00111 |
Grade A, and why
add-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 5d 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:
- add-effects — 100% identical, 23 lines differ
How it starts
The opening of the file, as written. The whole thing — 82 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Effects and game feel
Add transient effects as short-lived, self-owning entities triggered by application events, not as permanent scene fixtures.
Reuse before authoring. Adapt the closest official particle example with find-examples, prefer the
Engine's built-in particle component over a hand-written system, and discover any shipped trail or
effect script with reuse-scripts.
Copy particle curve construction from the installed example exactly. CurveSet takes one key array
per channel, such as new CurveSet([0, x0, 1, x1], [0, y0, 1, y1], [0, z0, 1, z1]); do not flatten three channels into one array. A malformed curve can type-check and then fail
inside the particle texture upload. Create one emitter, render a frame, and require empty runtime
and console diagnostics before reusing the helper for smoke, spray, or splashes.
For a polished wake, smoke, or spray requirement, do not stop at scaled planes, crossed billboards, or generic render primitives. Use the built-in particle component for smoke and spray; reserve a custom mesh and material for a continuously sampled wake ribbon. Verify tint and blending against the actual scene lighting and surface.
Place and layer
- Spawn an effect at the emitter's world mount point, either parent it there or copy the world transform once, and let it destroy itself when finished. Never leak emitters.
- Keep additive or transparent effects above the surface they sit on and biased toward the camera so they do not z-fight. Inspect soft transparency at grazing angles for hard edges, black quads, or dropout.
- Size and orient effects from the emitter's calibrated bounds, not a guessed constant.
Moving trails
- Treat built-in render primitives as blocking geometry for soft effects. Follow the closest official example to choose particles, a custom mesh, textures, materials, and blending for the intended visual behavior.
- Match every custom mesh's vertex streams to its material. A lit
StandardMaterialneeds normals; calculate and set them beforemesh.update(), or deliberately use an unlit material. Treat a missing vertex-attribute diagnostic as a rendering failure even when some frames still appear. For a dynamic horizontal ribbon created withsetVertexStream, allocate a normal array alongside positions, fill every vertex with(0, 1, 0), and upload it asSEMANTIC_NORMALbefore the firstupdate(). Recheck this whenever changing the ribbon's material type. - Never attach an empty dynamic mesh to an enabled render component. Upload a valid initial vertex
and index set before creating its
MeshInstance, or keep the render entity disabled until the first complete update. On reset, disable it or restore valid seed geometry; do not callmesh.clear()while an enabled renderer still references it. Reflection and refraction cameras render the same mesh and can expose this lifecycle bug before the gameplay camera does. - Judge a trail from its intended cameras. If it reads as a flat decal, use the reference example to add the minimum depth cue needed rather than stacking arbitrary geometry.
- Sample the trail continuously. Append segments on a small time- or distance-step and interpolate between them; coarse per-distance chunks make the trail stutter and break into visible dashes as the object speeds up.
- Anchor it to the mover's contact or exhaust point, scale emission rate and length with speed, and fade the tail so it dissolves instead of cutting off with a hard edge.
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.
- 5d ago First seen · 82 lines · 39 tokens per session scan A 8f76d8bcbfe1
add-effects is a skill published in the GitHub repository playcanvas/create-playcanvas (53 stars, last pushed today), licensed MIT. It adds 39 tokens to every session and 1,114 once invoked, about $0.0002 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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