What problem does it solve? Building a convincing lightning bolt effect in a game engine requires coordinating mesh generation, shader programming, particle spawning, and camera feedback — a multi-system task that is easy to get wrong (wrong blend modes, missing depth handling, broken autoload lookups). This Skill provides a complete, verified recipe for a jagged two-point lightning bolt in Summer Engine. ## Core Features & Use Cases - Procedural bolt generation: Builds a jagged polyline via midpoint displacement in GDScript, drawn as an ImmediateMesh triangle strip with a billboard vertex shader and additive glow fragment shader. - Full impact package: Spawns hit-spark particles at both endpoints and triggers trauma-based camera shake through the CameraShake autoload on every cast. - Named variants: Ships tuned parameter presets for thunderbolt, chain-lightning, tesla-arc, and held plasma-laser beams, plus anti-patterns, performance notes, and edge-case handling. - Use Case: A player casts a chain-lightning spell — the agent writes the shader and caster script via MCP tools, places a LightningCaster node in the scene, and gameplay code calls cast_lightning between each chained enemy with damage applied per hit. ## Quick Start Ask your AI agent to add a lightning bolt effect to your Summer Engine game that fires from the wizard's hand to an enemy with glow, sparks, and screen shake.