Hey all, We've just pushed out a new update to the API for the Dev Server which adds a couple of new features related to the Custom F/X tool which was released a few weeks ago. New Object Type: "custfx" We've added full support for reading, modifying, and creating the "custfx" object type. This object is the one that is defined using the F/X Tool when you hit "Add New Custom" in the drop-down. Here's what the default object looks like: name: "", definition: { maxParticles: 100, emissionRate: 3, size: 35, sizeRandom: 15, lifeSpan: 10, lifeSpanRandom: 3, speed: 3, speedRandom: 1.5, gravity: {x: 0.01, y: 0.01}, angle: 0, angleRandom: 180, duration: -1, startColour: [220, 35, 0, 1], startColourRandom: [62, 0, 0, 0.25], endColour: [220, 35, 0, 0], endColourRandom:[60, 60, 60, 0] }, _id: "", _type: "custfx" An important note: the "definition" property is a Javascript object, as opposed to a string. So that means you can do, for example, custFxObject.get("definition").angle . However note that when using the set() command you still have set the *entire* definition even if you are only changing one property of it. You can't only set "angle", you have to set the "definition" property, passing in a Javascript object, like so: existingFx.set({ definition: { angle: 0, maxParticles: 100, ...etc } }); You can also create new custom FX objects from scratch using createObj(). Support for Sending an Effect Directly We've also added a new function, spawnFxWithDefinition(x, y, definition, pageid) , which you can use to spawn an effect at a location by passing in the definition directly. This allows you to easily create a quick one-off effect without needing to setup a full-blown custom effect object in the Campaign first. Note that this does require a little more network bandwidth (since we have to send the entire definition to every client) than using a custom effect (where we only send the definition once and then just send the ID), so if you're going to frequently use an effect all the time it's probably better to consider defining a custom effect for the Campaign. Note that you pass in the definition as a Javascript object, not as a string, just like when using a Custom F/X object above. Finally, note that for all places where we use the definition object, the properties that you can set on it are equivalent to the properties that are available in the Custom F/X editor on the client. We'll have this stuff on Dev for a week or two for testing and then we should be able to get it to Main. Thanks!