
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, emissionshape, colorramp, subemitter, oneshot.
- Installs
- 614
- Last 24h
- —
- Trending rank
- —
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-particles- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads godot-particles automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
NEVER Do in Particle Systems
- NEVER use
amount_ratioto optimize performance dynamically — It does not save GPU memory or improve processing; the fullamountis still allocated. Change theamountproperty 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
preprocessto 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_aabbunconfigured 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(), orqueue_free()only on truly disposable instances. - NEVER use
local_coords = truefor 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
CPUParticles2Dwithfract_delta = truefor high-speed 2D movement. - NEVER trigger
emitting = trueimmediately after afinishedsignal — Async GPU state delays can cause the restart to fail. Use therestart()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_POINTfor 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 = falseinitially 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 = falseat scene origin → place →restart()(smart_oneshot_recycler.gd). - Trails:
local_coords = falseor 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 shader —
shader_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.
Related Skills
Prerequisites
- godot-project-foundations — scenes, resources, and import basics before packing VFX Prefabs and GradientTexture1D materials.
- godot-gdscript-mastery — typed GPUParticles APIs,
finishedhandlers, and saferestart()/await patterns used by pools and burst spawners. - godot-shaders-basics — ShaderMaterial workflow and shading-language fundamentals required before
shader_type particlesprocess 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-architecture —
finishedand 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.
FAQ
What does the godot-particles skill do?
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, emissionshape, colorramp, subemitter, oneshot.
How do I install godot-particles?
Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-particles in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-particles/ (personal) or .claude/skills/godot-particles/ (project).
Which AI agents can use godot-particles?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is godot-particles safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains godot-particles?
It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 614 recorded installs.
More from thedivergentai/game-dev-agentic-skills
godot-master
thedivergentai/game-dev-agentic-skills
Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
godot-shaders-basics
thedivergentai/game-dev-agentic-skills
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHASCISSOR, hintscreentexture, hintdepthtexture, global uniform, sampler2DArray, canvasitem, spatial, post-processing.
godot-2d-animation
thedivergentai/game-dev-agentic-skills
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished, animationlooped, framechanged, frameprogress, setframeandprogress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
godot-ui-theming
thedivergentai/game-dev-agentic-skills
Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, addthemeoverride, font, theme inheritance, dark mode.
godot-gdscript-mastery
thedivergentai/game-dev-agentic-skills
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: statictyping, signalarchitecture, uniquenodes, @onready, classname, signalupcalldown, Callable.bind, typedcollections, awaitsequence.
godot-save-load-systems
thedivergentai/game-dev-agentic-skills
Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.
Popular media & creative skills
hyperframes
heygen-com/hyperframes
Read first to make, edit, animate or render any video with HyperFrames (HTML rendered to video), including launch films, explainers, music videos, charts, maps, vertical clips, title cards, captions and overlays. Holds the render contract, the work loop and what each kind of video needs.
media-use
heygen-com/hyperframes
Get or make any media for a HyperFrames video - music, sound effects, images, icons, logos, voiceover, avatar and generated video, transcripts, cutouts, colour grades and looks - with HeyGen or free local tools, and mix placed audio. Also for footage that looks dark, flat or dull, or should be stylized or hidden.
hyperframes-registry
heygen-com/hyperframes
About 450 ready-made HyperFrames blocks and components installed as editable source - transitions, overlays, titles, kinetic type, captions, charts, map overlays, 3D, camera moves. Use it before hand-building any named visual (CRT scanlines, glitch, film grain, a chart); also for hyperframes add and catalog.
hyperframes-creative
heygen-com/hyperframes
Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use hyperframes-animation.
ai-video-generation
101-skills/superpowers
Generate AI videos with Google Veo, Seedance 2.0, HappyHorse, Wan, Grok and 40+ models via inference.sh CLI. Models: Veo 3.1, Veo 3, Seedance 2.0, HappyHorse 1.0, Wan 2.5, Grok Imagine Video, OmniHuman, Fabric, HunyuanVideo. Capabilities: text-to-video, image-to-video, reference-to-video, video editing, lipsync, avatar animation, video upscaling, foley sound. Use for: social media videos, marketing content, explainer videos, product demos, AI avatars. Triggers: video generation, ai video, text to video, image to video, veo, animate image, video from image, ai animation, video generator, generate video, t2v, i2v, ai video maker, create video with ai, runway alternative, pika alternative, sora alternative, kling alternative, seedance, happyhorse
ai-image-generation
101-skills/superpowers
Generate AI images with GPT-Image-2, FLUX, Gemini, Grok, Seedream, Reve and 50+ models via inference.sh CLI. Models: GPT-Image-2, FLUX Dev LoRA, FLUX.2 Klein LoRA, Gemini 3 Pro Image, Grok Imagine, Seedream 4.5, Reve, ImagineArt. Capabilities: text-to-image, image-to-image, inpainting, LoRA, image editing, upscaling, text rendering. Use for: AI art, product mockups, concept art, social media graphics, marketing visuals, illustrations. Triggers: flux, image generation, ai image, text to image, stable diffusion, generate image, ai art, midjourney alternative, dall-e alternative, text2img, t2i, image generator, ai picture, create image with ai, generative ai, ai illustration, grok image, gemini image, gpt image, openai image, chatgpt image