About nixie-fx-authoring
nixie-fx-authoring is a skill for creating and validating visual effects projects with the NixieFX CLI and editor. It guides source-data edits, backend-aware validation, export, and visual review while preserving unrelated project files.
Key features
- 01Create normalized effects with the CLI
- 02Validate edits and resolve blockers
- 03Export generated game-facing data
- 04Review effects in the web editor
- 05Preserve project files and asset paths
Use cases
- 01Create an effect from a project manifest
- 02Check an effect before exporting it
- 03Inspect a backend preview in the editor
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ azakhary/ nixie-fx --skill nixie-fx-authoringAfter installing, type/nixie-fx-authoringin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
agents/openai.yamlassets/starter-project/vfx-editor.prj.template.jsonreferences/effect-workflow.mdproject-format.mdvalidation-and-export.mdDetails
From the project READMENixieFX Authoring
Author project data with generated defaults, validate every change, and use the real editor for visual judgment.
Workflow
-
Locate the intended
vfx-editor.prjwithin the user-scoped folder. Do not search or modify unrelated projects. -
Read project-format.md. If the project is missing, initialize its manifest from the bundled template and replace every marked value.
-
Check the installed CLI contract before editing:
npx nixie-fx --helpIf the advertised command or option differs, follow the shipped help. If the package is unavailable, report that the public release is incomplete instead of inventing a replacement format.
-
Read effect-workflow.md, then create a normalized effect with the CLI:
npx nixie-fx effect create --project . --name "Fire Burst" --profile pixi-ui-2d -
Edit the generated effect rather than hand-writing the full schema. Preserve unrelated emitters and project files.
-
Add referenced files under the configured asset root and keep effect references project-relative with forward slashes.
-
Validate after each meaningful edit:
npx nixie-fx validate . -
Resolve all errors and blockers. Review partial-support warnings against the intended backend.
-
Read validation-and-export.md, then export:
npx nixie-fx export . npx nixie-fx export-status . -
Open nixiefx.com/editor in a Chromium-compatible browser, choose Open Folder, and select the folder containing
vfx-editor.prj. Inspect the intended backend preview and refine the effect. Schema validation is not visual approval.
Authoring rules
- Treat
vfx-editor.prjand source effects as authoring data; treatout/vfxas generated game-facing data. - Never edit generated
out/vfxfiles to fix an effect. Change the source and export again. - Generate unique project, effect, and emitter IDs. Never reuse an ID merely by copying a file.
- Keep paths inside their configured roots. Do not enable external output unless the user explicitly asks for it.
- Use
pixi-ui-2d,three-world-3d, orportabledeliberately. Portable means the common supported subset, not automatic parity. - Use prepared runtime mesh assets; raw source formats are not runtime inputs.
- Keep a bounded diff and preserve user-created assets, materials, settings, and output policy.
Bundled template
Use vfx-editor.prj.template.json only when a project manifest is absent. Copy it as vfx-editor.prj, replace all REPLACE-* strings, and create the configured folders before running effect create.
Completion checks
vfx-editor.prjis valid and all configured paths resolve safely.- The source effect validates with no errors or blockers.
- The target backend has no unexplained blocked or partial behavior.
- Export regenerates a valid manifest, effect files, and referenced assets.
- Only intended source and generated files changed.
- The effect has been visually reviewed in the real editor; otherwise report visual review as pending.