Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders.
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.
Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
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Stars678
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Package contents
Files included with this skill beyond the listing page.
skill mdSKILL.md13,534 B
docsSUMMARY.md4,002 B
History
First seen on skills.sh
First recorded snapshot · 436 installs
SKILL.md
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 [smartoneshotrecycler.gd](scripts/smartoneshotrecycler.gd): finished + restart(), or queue_free() only on truly disposable instances.
NEVER use localcoords = true for trails — Smoke or fire left behind by a projectile MUST use global space (localcoords = 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 EMISSIONSHAPEPOINT 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.
Custom shader integration helpers for particle materials.
Expert Pointers
One-shots: emitting = false at scene origin → place → restart() ([smartoneshotrecycler.gd](scripts/smartoneshotrecycler.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.
VFX pool recycle pattern → [vfxpoolmanager.gd](scripts/vfxpoolmanager.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.
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.