@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.
| name | godot-particles |
| description | 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. |
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.
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