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.