What problem does it solve? Building convincing fire in a game engine requires coordinating particle simulation, custom shaders, billboard math, and lighting — a recipe that is easy to get wrong (flat orange triangles, strobing particles, z-fighting). This Skill provides a complete, verified recipe for authoring animated flames in Summer Engine (Godot 4.6+), from shader code to scene wiring. ## Core Features & Use Cases - Complete fire recipe: Writes a spatial shader with FBM noise distortion and an age-based color ramp, an optional particle process shader, a @tool GDScript controller with exported dials, and the GPUParticles3D node tree. - Named variants: Includes tuned parameter presets for torch flames, bonfires, candle flames, and blue magic fire. - MCP-driven wiring: Automates scene mutation via summer_write_file, summer_add_node, summer_set_prop, or a single transactional summer_run_script, with verification via script-error checks, play-mode debugger errors, and screenshots. - Use Case: A user says "add fire to this torch" — the agent writes the shader and controller files, adds a GPUParticles3D node with a sibling OmniLight3D, saves the scene, and verifies the flame renders correctly. ## Quick Start Ask your AI agent to add a fire effect to a torch or campfire in the open scene using the vfx-fire skill.