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.
- Skill ID
- thedivergentai/gd-agentic-skills/godot-particles
- Publisher
- thedivergentai
- Repository
- gd-agentic-skills
- Installs
- 0
- Files
- 16
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
thedivergentai/gd-agentic-skills/godot-particlesInstalls these files- SKILL.md
- references/expert-vfx-patterns.md
- references/migration-notes.md
- scripts/2d_physics_interpolation_fix.gd
- scripts/custom_particle_logic.gdshader
- scripts/dynamic_userdata_modulation.gd
- scripts/local_vs_global_coords.gd
- scripts/massive_swarm_multimesh.gd
- scripts/particle_attractor_opt.gd
- scripts/particle_burst_emitter.gd
- scripts/particle_lod_manager.gd
- scripts/screenspace_weather_heightfield.gd
- scripts/smart_oneshot_recycler.gd
- scripts/sub_emitter_impact.gdshader
- scripts/vfx_pool_manager.gd
- scripts/vfx_shader_manager.gd
What this skill tells the agent
NEVER Do in Particle Systems
- NEVER use `amount_ratio` to optimize performance dynamically — It does not save GPU memory or improve processing; the full
amountis 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 `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(), orqueue_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
CPUParticles2Dwithfract_delta = truefor 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 = 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.
More from thedivergentai
Use this skill in a project
Open any RiverX project, search the Skills panel for thedivergentai/gd-agentic-skills/godot-particles, and install it in one click.
