Skills

Particles Vfx

Use when implementing particle effects, GPUParticles2D/3D, ParticleProcessMaterial...

Install

npx skills add jame581/GodotPrompter --skill particles-vfx -g -a claude-code -y
Category
Media
Updated
3d ago
License
MIT
Context cost
Mediumabout 3,000 tokens
Runs scripts
No, instructions only

What it does

Use when implementing particle effects, GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

Particle Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: shader-basics for custom particle shaders, 3d-essentials for lighting and environment that affect particles, 2d-essentials for 2D rendering context, tween-animation for code-driven VFX timing, godot-optimization for particle performance tuning.


1. Core Concepts

GPU vs CPU Particles

NodeProcessingFeaturesUse For
GPUParticles2DGPUFull features, high counts, trailsMost 2D effects
GPUParticles3DGPUFull features, attractors, collisionMost 3D effects
CPUParticles2DCPUSimpler, no trails/attractorsLow-end devices, few particles
CPUParticles3DCPUSimpler, no trails/attractorsLow-end devices, few particles

Rule of thumb: Use GPU particles by default. Switch to CPU particles only for low-end/web targets. Neither node exposes per-particle positions to scripts, so spawning objects at particle locations needs your own simulation.

You can convert between GPU and CPU particles in the editor: select the node → toolbar → Convert to CPUParticles2D/3D (or vice versa).

Particle System Architecture

GPUParticles2D/3D
├── Process Material (ParticleProcessMaterial)   ← physics, emission, color
├── Draw Pass 1 (Mesh)                            ← what each particle looks like
└── (Optional) Draw Pass 2-4                      ← additional meshes

Minimal Setup

Read the whole SKILL.md on GitHub

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