# Particles Vfx

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

- Repository: https://github.com/jame581/GodotPrompter (914 stars)
- Category: Media
- License: MIT
- Last updated: 2026-11-01
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add jame581/GodotPrompter --skill particles-vfx -g -a claude-code -y`
Codex: `npx skills add jame581/GodotPrompter --skill particles-vfx -g -a codex -y`
Cursor: `npx skills add jame581/GodotPrompter --skill particles-vfx -g -a cursor -y`
Gemini CLI: `npx skills add jame581/GodotPrompter --skill particles-vfx -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add jame581/GodotPrompter`

## Description

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

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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
```

### Minimal Setup

The rest: https://github.com/jame581/GodotPrompter/blob/HEAD/skills/particles-vfx/SKILL.md
