一键导入
roblox-animation-vfx
Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use when building Roblox menus, HUDs, shops, notifications, dialogs, or responsive cross-platform UI.
Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
Use when validating RemoteEvent or RemoteFunction arguments, adding rate limits, designing server-authoritative systems, or preventing exploits.
Use when creating Roblox NPCs or enemies with pathfinding, state machines, line-of-sight or FOV detection, spawns, or AI update loops.
Use when building Roblox vehicles, ragdolls, projectiles, elevators, constraints, forces, or other physics-driven gameplay.
Use when auditing Roblox code for exploit vectors, authority models, remotes, economy, and DataStore flows.
| name | roblox-animation-vfx |
| description | Use when implementing Roblox character animations, particles, beams, trails, tweens, camera shake, or other visual effects. |
| last_reviewed | "2026-07-13T00:00:00.000Z" |
| sources | ["https://create.roblox.com/docs/animation/using","https://create.roblox.com/docs/reference/engine/classes/Animator","https://create.roblox.com/docs/reference/engine/classes/ParticleEmitter","https://create.roblox.com/docs/reference/engine/classes/TweenService","https://create.roblox.com/docs/projects/server-authority","https://create.roblox.com/docs/projects/server-authority/techniques","original"] |
Load when implementing character animation, particle or beam effects, tweens, camera feedback, or visual cleanup.
Animator on a Humanoid or AnimationController; set AnimationTrack.Priority deliberately.GetMarkerReachedSignal() for named gameplay or presentation cues, then disconnect or replace the listener when the track ends.ParticleEmitter usually has Rate = 0 and uses :Emit(count) with a bounded lifetime; use pooling for frequent effects.TweenService:Create; cancel or destroy temporary effects when their owner ends, and use Debris:AddItem for simple lifetimes.RunService:BindToSimulation(), query current tracks instead of caching handles across rollback, and make predicted effects reversible.Need the details? Load references/full.md for animation and effect recipes.