Particles Vfx
Use when implementing particle effects, GPUParticles2D/3D, ParticleProcessMaterial...
Install
npx skills add jame581/GodotPrompter --skill particles-vfx -g -a claude-code -y- Repository
- jame581/GodotPrompter914
- 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
| Node | Processing | Features | Use For |
|---|---|---|---|
GPUParticles2D | GPU | Full features, high counts, trails | Most 2D effects |
GPUParticles3D | GPU | Full features, attractors, collision | Most 3D effects |
CPUParticles2D | CPU | Simpler, no trails/attractors | Low-end devices, few particles |
CPUParticles3D | CPU | Simpler, no trails/attractors | Low-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


