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Godot Particles

thedivergentai/godot-particles

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.

9k tokens
context cost
the whole folder, loaded on every use
15
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copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-particles

The instruction itself

26 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Particle Systems

GPU-accelerated VFX with material-driven emission, recyclers, and MultiMesh swarms — not beginner effect recipes.

NEVER Do in Particle Systems

  • NEVER use amount_ratio to optimize performance dynamically — It does not save GPU memory or improve processing; the full amount is still allocated. Change the amount property directly instead.
  • NEVER use CPUParticles2D for performance-critical effects on Desktop — Use GPUParticles unless targeting low-end mobile with no GPU support. However, use CPUParticles2D if you need Physics Interpolation for smooth trails on moving bodies in 2D.
  • NEVER set preprocess to extremely high values — High values (e.g., 60s) will force the GPU to simulate thousands of frames in a single render tick, potentially causing an immediate GPU crash.
  • NEVER leave visibility_aabb unconfigured for large systems — Incorrect AABBs cause frustum culling errors (particles popping out) and break LOD calculations. Generate AABBs using the editor toolbar.
  • NEVER enable turbulence on Mobile/Web without testing — 3D noise evaluation per particle is extremely heavy. Disable via Feature Tags on lower-end platforms.
  • NEVER use a Timer to lifetime-cleanup one-shots — Prefer smart_oneshot_recycler.gd: finished + restart(), or queue_free() only on truly disposable instances.
  • NEVER use local_coords = true for trails — Smoke or fire left behind by a projectile MUST use global space (local_coords = false) or the trail will follow the projectile like a stiff stick.
  • NEVER expect GPUParticles2D to interpolate correctly in Godot 4.3 — They stutter when parented to physics bodies. Use CPUParticles2D with fract_delta = true for high-speed 2D movement.
  • NEVER trigger emitting = true immediately after a finished signal — Async GPU state delays can cause the restart to fail. Use the restart() method instead.
  • NEVER attempt recursion with sub-emitters — A particle system cannot be its own sub-emitter; it will silently fail.
  • NEVER forget alpha in color gradients — Particles that disappear instantly at the end of their lifetime look harsh; always add a gradient point at 1.0 with 0.0 alpha for a smooth exit.
  • NEVER use EMISSION_SHAPE_POINT for volumentric explosions — Spawning all particles at a single point looks flat. Use a Sphere or Box shape for natural 3D spread.
  • NEVER forget to set emitting = false initially for one-shot VFX — This prevents unwanted emission at the scene origin before you've had a chance to position the node via script.

Choose Table (load only the matching script)

> MANDATORY for the chosen row. Do NOT Load unused particle scripts for a single effect.

| Goal | Prefer | Script |

|------|--------|--------|

| Burst / one-shot VFX (hit, muzzle, explode) | GPUParticles* + recycle | MANDATORY particle_burst_emitter.gd + smart_oneshot_recycler.gd |

| Trails behind movers | local_coords = false | MANDATORY local_vs_global_coords.gd |

| Weather (rain/snow) heightfield | camera-snapped collision | MANDATORY screenspace_weather_heightfield.gd |

| Million-entity swarms | MultiMesh, not GPUParticles | MANDATORY massive_swarm_multimesh.gd |

| Custom GPU motion / userdata | process material shader | custom_particle_logic.gdshader, dynamic_userdata_modulation.gd |

| Impact sub-emitters | collision subparticle | sub_emitter_impact.gdshader |

| Attractors without global cost | cull_mask isolation | particle_attractor_opt.gd |

| Distant env VFX LOD | visibility_range | particle_lod_manager.gd |

| 2D physics-parented trails stutter | CPUParticles2D + fract_delta | MANDATORY 2d_physics_interpolation_fix.gd |

| Shader param orchestration | material helpers | vfx_shader_manager.gd |

GPUParticles vs CPUParticles vs MultiMesh

  • GPUParticles* — default for desktop/console VFX amount budgets.
  • CPUParticles2D — only when 2D physics interpolation / smooth parenting is required (see NEVER).
  • MultiMesh — when entity count leaves the particle domain (fish/insects/debris fields).

Available Scripts

smart_oneshot_recycler.gd

Golden path for one-shot lifecycle: finished + restart() — never Timer-based free.

particle_burst_emitter.gd

One-shot bursts wired to the recycler.

local_vs_global_coords.gd

Aura vs trail coordinate space + teleport restart().

screenspace_weather_heightfield.gd

Global weather via camera-snapped heightfield collision.

massive_swarm_multimesh.gd

Million-entity path with set_buffer_interpolated().

custom_particle_logic.gdshader

Procedural GPU particle motion with CUSTOM/USERDATA.

sub_emitter_impact.gdshader

Collision-driven emit_subparticle() impacts.

particle_attractor_opt.gd

Attractor cull_mask isolation.

dynamic_userdata_modulation.gd

Runtime USERDATA without breaking GPU batches.

particle_lod_manager.gd

visibility_range hierarchy for env VFX.

2d_physics_interpolation_fix.gd

CPUParticles2D + fract_delta for physics-parented 2D trails.

vfx_shader_manager.gd

Custom shader integration helpers for particle materials.

Expert Pointers

  • One-shots: emitting = false at scene origin → place → restart() (smart_oneshot_recycler.gd).
  • Trails: local_coords = false or the trail sticks to the projectile.
  • Do not invent explosion/smoke/sparkle material recipes here — Official Docs cover material UI; this skill owns lifecycle, coords, LOD, and swarm routing.

Deep dives (on demand)

  • Collision sub-emitters, fluid shaders, VFX pools → expert-vfx-patterns.md
  • VFX pool recycle pattern → vfx_pool_manager.gd
  • WHY GPU particles cannot drive per-collision SFX — CPU has no collision callbacks; sub-emitters or looping impact beds only.

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Particle systems (2D) — GPUParticles2D/CPUParticles2D setup, amount/lifetime/one-shot, and when 2D trails need CPU particles for smooth motion.
  • ParticleProcessMaterial 2D — emission shapes, gravity/velocity curves, and color ramps that drive most 2D VFX without custom shaders.
  • Creating a 3D particle system — GPUParticles3D scene wiring, process material assignment, and first-emission checklist for 3D VFX.
  • Process material properties — ParticleProcessMaterial emission, forces, scale/color curves, and collision/sub-emitter modes used by expert patterns.
  • Particle properties — node-level amount, lifetime, explosiveness, local_coords, visibility AABB, preprocess, and restart/finished lifecycle.
  • Particle subemitters — chaining impact/debris systems and why a particle system cannot recurse as its own sub-emitter.
  • Particle collision — GPUParticlesCollision* shapes, rigid/hide modes, and GPU collision limits versus CPU-synced SFX.
  • Particle attractors — attractor types plus cull_mask/layer isolation so global weather does not pay every attractor cost.
  • Particle trails — trail ribbons and why smoke/fire trails must use global space (local_coords = false).
  • Particle shadershader_type particles, CUSTOM/USERDATA, COLLIDED/emit_subparticle(), and keep_data process loops.
  • Using MultiMesh — when millions of entities should bypass GPUParticles via MultiMesh + interpolated buffers.
  • Visibility ranges — GeometryInstance3D distance fade/hysteresis that stops distant environmental particle processing.
Prerequisites
  • godot-project-foundations — scenes, resources, and import basics before packing VFX Prefabs and GradientTexture1D materials.
  • godot-gdscript-mastery — typed GPUParticles APIs, finished handlers, and safe restart()/await patterns used by pools and burst spawners.
  • godot-shaders-basics — ShaderMaterial workflow and shading-language fundamentals required before shader_type particles process logic.
Complements
  • godot-3d-materials — draw materials, transparency sorting, and next_pass stacks that render quads/meshes spawned by GPUParticles3D.
  • godot-3d-lighting — emissive fire/sparks vs environment exposure; pair particle albedo with real lights when VFX must light the scene.
  • godot-audio-systems — impact/loop SFX while GPU emitters are active when per-particle collision audio is unavailable.
  • godot-performance-optimization — amount budgets, visibility AABB, attractor masks, and MultiMesh cutovers when VFX dominate GPU time.
  • godot-camera-systems — camera-follow heightfields, visibility-range thresholds, and frustum-aware weather emitters.
  • godot-signal-architecturefinished and one-shot connection hygiene for pooled recyclers that must not leak ghost callbacks.
  • godot-2d-physics — physics-parented 2D trails where CPUParticles2D + interpolation replaces stuttering GPUParticles2D.
Downstream / consumers
  • godot-combat-system — hit sparks, blood/debris bursts, and muzzle FX spawned from damage resolution.
  • godot-ability-system — cast/channel/impact VFX attached to ability lifecycle and targeting feedback.
  • godot-genre-shooter — muzzle flash, tracers, explosions, and environmental smoke stacks built on these particle patterns.
  • godot-monte-carlo-balancer — when VFX density/readability changes perceived difficulty or telegraph clarity, simulate juice budgets with combat outcomes.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

How to use it

Copy the folder

Take thedivergentai/godot-particles from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.