vfx-magic-glow

Creates a pulsing OmniLight3D glow with drifting additive motes for Godot 3D objects.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill vfx-magic-glow-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vfx-magic-glow
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/vfx-magic-glow
Command: npx skills add https://github.com/SummerEngine/summer --skill vfx-magic-glow-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Making an object read as magical in a 3D game requires coordinating a pulsing light, orbiting particles, and mesh emission, which is tedious to wire up and tune by hand in Godot. ## Core Features & Use Cases - Single controller script: One GDScript MagicGlow node builds and animates a pulsing OmniLight3D, additive billboard motes, and optional source-mesh emission from exported parameters. - Named variants: Ready-made parameter sets for enchanted swords, soul gems, summoning circles, wisps, and spell charge-ups. - MCP automation: Step-by-step summer_add_node / summer_set_prop calls (or one transactional ctx script) to attach and tune the glow, plus screenshot and error-check verification. - Use Case: A player picks up an enchanted sword — attach the glow to the blade, set a cool blue color, link pulse_source_mesh to the blade, and the weapon pulses with light and drifting motes. ## Quick Start Ask your AI agent to add a magic glow to the enchanted sword in the main scene using the vfx-magic-glow skill.

Frequently Asked Questions about vfx-magic-glow

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a glowing effect to a 3D object in Godot?

Attach a Node3D running the magic_glow.gd controller as a child of the object. It builds a pulsing OmniLight3D plus additive GPUParticles3D motes at runtime, and you tune color, pulse rate, and mote count through exported properties.

How do I make particles glow with additive blending in Godot?

Use a StandardMaterial3D with blend_mode set to BLEND_MODE_ADD, shading unshaded, billboard mode BILLBOARD_PARTICLES, and emission enabled with an energy multiplier around 3.0. BaseMaterial3D itself is abstract, so instantiate StandardMaterial3D instead.

Can I pulse a mesh's emission shader in sync with a light in Godot?

Yes. Point the controller's pulse_source_mesh export at a MeshInstance3D and it enables emission on the active material, then tweens emission_energy_multiplier with the same sine phase that drives the light energy.

Why does BaseMaterial3D.new() cause a parse error in Godot?

BaseMaterial3D is an abstract class, so constructing it directly is a parse error that breaks the whole script. Instantiate StandardMaterial3D instead while still using the BaseMaterial3D enum constants for blend and billboard modes.

When should I not use a pulsing light glow effect?

Skip it for static glows (just enable material emission), flames (use a fire effect), beams (use a lightning effect), or full-screen bloom (use WorldEnvironment glow settings). It is a per-object 3D aura, not a screen-space or 2D solution.

How many OmniLight3D glows can a Godot scene handle?

Budget roughly 12 active OmniLight3Ds before culling. Reduce cost with distance fade, smaller omni_range, shadows disabled, and by scaling mote counts down based on camera distance or on mobile.