What problem does it solve?
This Skill solves the problem of short-lived Godot combat VFX leaking, spawning at the wrong point, or failing to retrigger when a shot, hit, or kill happens.
Core Features & Use Cases
- One-shot effect rig: Uses a reusable Node3D plus GPUParticles3D setup that emits once and frees itself on completion.
- Event-driven routing: Maps existing gameplay seams like fired, hit, and died to muzzle flashes, impact bursts, and death bursts without changing core gameplay contracts.
- World-space placement: Reparents effects under a surviving VfxRoot before setting transforms, preventing bursts from being cut short when the owner disappears.
- Performance-aware VFX: Includes a lightweight muzzle light pulse, particle burst budgets, and a non-particle shockwave alternative for readable combat feedback.
- Use case: Add a muzzle flash to a weapon, spawn an impact spark at the hit location, or trigger a death burst when an enemy dies.
Quick Start
Ask the skill to wire a fire-and-free VFX router for Godot combat seams and spawn the muzzle flash, impact burst, and death burst at the correct world positions.