Agent skill

Particles Vfx

by jame581 in jame581/GodotPrompter

A skill your agent uses when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

MITAuto-check passedGame Development

Install Particles Vfx

skills CLI
$ npx skills add jame581/GodotPrompter --skill particles-vfx -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter particles-vfx --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/particles-vfx .claude/skills/particles-vfx && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
particles-vfx
GitHub stars
805
Token cost
~3k tokens
SKILL.md length
980 words
Files
8 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

  • Works in 11 steps: Core Concepts → Key Node Properties → ParticleProcessMaterial — Essential… → …
  • Implementing particle effects — GPUParticles2D/3D
  • SKILL.md covers 1. Core Concepts, 2. Key Node Properties, 3. ParticleProcessMaterial —… and 4. Common VFX Recipes, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Particles Vfx is an agent skill from jame581/GodotPrompter. Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes

Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including reference files (for example `references/attractors-and-collision.md`, `references/flipbook-animation.md` and `references/performance-and-pitfalls.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Implementing particle effects — GPUParticles2D/3D
  • ParticleProcessMaterial
  • Emission shapes
  • Common VFX recipes

Example prompts

  • “/particles-vfx”

Workflow steps

11 steps, taken from the step headings in SKILL.md.

  1. Core Concepts
  2. Key Node Properties
  3. ParticleProcessMaterial — Essential Properties
  4. Common VFX Recipes
  5. Trails (Forward+ and Mobile only)
  6. Subemitters
  7. Attractors & Collision (3D)
  8. Turbulence
  9. Flipbook Animation (2D)
  10. Performance and Common Pitfalls
  11. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Particles Vfx loads about 3k tokens when it runs, and up to ~8.7k if it reads all its reference files. Until then it costs about 46 tokens; SKILL.md has 980 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~46
When it runs · the whole SKILL.md, loaded when a task matches
~3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 980 words, ~3,019 tokens.

Download SKILL.mdSave it as .claude/skills/particles-vfx/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
particles-vfx
description
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 or when you need CPU-side particle positions (e.g., spawning objects at particle locations).

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
  1. Add a GPUParticles2D (or 3D) node
  2. In Inspector → Process Material → New ParticleProcessMaterial
  3. Set Amount (number of particles)
  4. Configure emission, direction, velocity, gravity
  5. (2D) Set Texture for particle appearance
  6. (3D) Set Draw Pass 1 mesh (QuadMesh for billboards, or custom mesh)

2. Key Node Properties

GPUParticles2D/3D Properties
PropertyTypeDescription
emittingboolStart/stop emission
amountintTotal particles alive at once
lifetimefloatSeconds each particle lives
one_shotboolEmit once then stop
preprocessfloatSimulate this many seconds before first frame
speed_scalefloatTime multiplier for particle physics
explosivenessfloat0.0 = spread over lifetime, 1.0 = all at once
fixed_fpsintLock particle update rate (0 = match render FPS)
local_coordsboolParticles move with the node (true) or stay in world (false)
draw_orderenumIndex, Lifetime, or Reverse Lifetime
amount_ratiofloatFraction of particles to emit (0.0–1.0)
One-Shot vs Continuous
gdscript
# Continuous emitter (fire, smoke, ambient dust)
$GPUParticles2D.one_shot = false
$GPUParticles2D.emitting = true

# One-shot burst (explosion, impact splash)
$GPUParticles2D.one_shot = true
$GPUParticles2D.emitting = false  # arm it
# Later, trigger:
$GPUParticles2D.restart()
$GPUParticles2D.emitting = true
csharp
// Continuous
var particles = GetNode<GpuParticles2D>("GPUParticles2D");
particles.OneShot = false;
particles.Emitting = true;

// One-shot burst
particles.OneShot = true;
particles.Emitting = false;
// Trigger:
particles.Restart();
particles.Emitting = true;
Local Billboard Alignment (Godot 4.7+)

GPUParticles3D gains TRANSFORM_ALIGN_LOCAL_BILLBOARD (= 4): each particle's Z axis faces the camera while preserving a given axis — X or Y, chosen via transform_align_axis. For billboarded particles, transform_align_channel_filter selects which custom channel to read to calculate their angle. ParticleProcessMaterial pairs this with per-axis rotation velocity: enable use_rotation_velocity_3d, then set rotation_velocity_3d_min/max (Vector3, on the particle's local axes) and optionally rotation_velocity_3d_curve (per-axis curve over lifetime).

gdscript
# 3D only — billboard toward the camera while keeping the Y axis fixed.
# Assumes a ParticleProcessMaterial is assigned (section 1 setup).
$GPUParticles3D.transform_align = GPUParticles3D.TRANSFORM_ALIGN_LOCAL_BILLBOARD
$GPUParticles3D.transform_align_axis = RenderingServer.PARTICLES_ALIGN_AXIS_Y

var mat: ParticleProcessMaterial = $GPUParticles3D.process_material
mat.use_rotation_velocity_3d = true
mat.rotation_velocity_3d_min = Vector3(-2.0, 0.0, 0.0)
mat.rotation_velocity_3d_max = Vector3(2.0, 0.0, 0.0)
csharp
// Assumes a ParticleProcessMaterial is assigned (section 1 setup).
var particles = GetNode<GpuParticles3D>("GPUParticles3D");
particles.TransformAlign = GpuParticles3D.TransformAlignEnum.LocalBillboard;
particles.TransformAlignAxis = RenderingServer.ParticlesTransformAlignAxis.Y;

var mat = (ParticleProcessMaterial)particles.ProcessMaterial;
mat.UseRotationVelocity3D = true;
mat.RotationVelocity3DMin = new Vector3(-2.0f, 0.0f, 0.0f);
mat.RotationVelocity3DMax = new Vector3(2.0f, 0.0f, 0.0f);

3. ParticleProcessMaterial — Essential Properties

The material drives per-particle behavior: emission shape (Point / Sphere / Box / Ring / Points / Directed Points), direction + spread + initial velocity, gravity, scale and color over lifetime (via scale_curve / color_ramp), damping, radial/tangential acceleration, and angular velocity.

See references/process-material-basics.md for the emission-shape table and GDScript + C# snippets for each property group.

Per-Axis 3D Scale & Rotation (Godot 4.7+)

Randomize scale and initial orientation per axis instead of uniformly. use_scale_3d enables scale_3d_min/max (Vector3 random scale per particle); use_rotation_3d enables rotation_3d_min/max (Vector3, degrees — works only in 3D).

gdscript
mat.use_scale_3d = true
mat.scale_3d_min = Vector3(0.5, 1.0, 0.5)
mat.scale_3d_max = Vector3(1.0, 2.0, 1.0)

mat.use_rotation_3d = true  # 3D only
mat.rotation_3d_min = Vector3(0.0, -180.0, 0.0)  # degrees
mat.rotation_3d_max = Vector3(0.0, 180.0, 0.0)
csharp
mat.UseScale3D = true;
mat.Scale3DMin = new Vector3(0.5f, 1.0f, 0.5f);
mat.Scale3DMax = new Vector3(1.0f, 2.0f, 1.0f);

mat.UseRotation3D = true;  // 3D only
mat.Rotation3DMin = new Vector3(0.0f, -180.0f, 0.0f);  // degrees
mat.Rotation3DMax = new Vector3(0.0f, 180.0f, 0.0f);
Inheriting Emitter Scale (Godot 4.7+)

particle_flag_inherit_emitter_scale (default false): if true, particles inherit the scale of the emitter node. Has no effect when local_coords is true, since particles in local space are already affected by the emitter's scale.

gdscript
mat.particle_flag_inherit_emitter_scale = true
csharp
mat.ParticleFlagInheritEmitterScale = true;

4. Common VFX Recipes

The recipes most projects need: fire (2D, looped emission with hot-color gradient + scale-down), explosion burst (one-shot, high-amount short-lifetime), dust / footstep puff (one-shot, scale-up + rapid fade).

See references/vfx-recipes.md for ready-to-use GDScript wiring and recommended ParticleProcessMaterial settings for all three.


5. Trails (Forward+ and Mobile only)

Set trail_enabled = true on GPUParticles2D/3D and assign a Mesh (RibbonTrailMesh or TubeTrailMesh). Trails are NOT supported in the Compatibility renderer.

See references/trails.md for the setup and trail-mesh-type comparison.


Show full SKILL.md (418 more words)Show less

6. Subemitters

A particle can spawn another particle scene at lifecycle events (birth, collision, death, manual). Configure via ParticleProcessMaterial.SubEmitterMode + subemitter property on the parent particles node.

See references/subemitters.md for trigger modes, scene setup, GDScript and C# (v1.6.0 parity), and limitations.

⚠️ Changed in Godot 4.7: Subemitter velocity inheritance was reworked (GH-118062). With sub_emitter_keep_velocity = true (default false), subemitted particles inherit the parent particle's velocity when they spawn. Subemitter effects authored on earlier versions may look different after upgrading — re-check initial velocity and spread on affected systems.


7. Attractors & Collision (3D)

GPUParticlesAttractor*3D (Box / Sphere / Vector Field) pulls particles toward a region. GPUParticlesCollision*3D (Box / Sphere / SDF / HeightField) lets particles bounce off geometry. Both Forward+/Mobile only; no 2D equivalents.

See references/attractors-and-collision.md for full setup of each attractor and collision type.


8. Turbulence

Set turbulence_enabled = true on ParticleProcessMaterial and tune turbulence_noise_strength (0.5–2.0 typical), turbulence_noise_scale (lower = larger swirls), turbulence_noise_speed (animate the noise field). Cheap effect for "alive" smoke, fire, dust.


9. Flipbook Animation (2D)

Sprite-sheet animated particles via ParticleProcessMaterial.AnimSpeedMin/Max + CanvasItemMaterial.ParticlesAnimHFrames/VFrames for the sheet layout. Particles cycle through frames over their lifetime.

See references/flipbook-animation.md for the full setup with GDScript + C# (v1.6.0 parity).


10. Performance and Common Pitfalls

The biggest wins are the obvious ones: keep amount at the minimum that reads well, set fixed_fps = 30 for ambient systems, always set visibility_rect on 2D particles, and expose amount_ratio as a quality slider. Godot 4.7+ adds request_particles_process() for seeking a paused timeline.

Most "broken particles" reports are one of eleven known causes — invisible (no texture / no draw-pass mesh), vanishing (lifetime too short), one-shot not re-firing (needs restart() first), wrong direction (2D Y is inverted), or a base color silently overriding color_ramp.

Full performance table, the 4.7+ timeline-seek API, dynamic quality scaling (GDScript + C#), and the complete symptom/cause/fix table: references/performance-and-pitfalls.md


11. Implementation Checklist

  • Particle amount is set to the minimum needed for the visual effect
  • lifetime matches the visual duration — not too short or too long
  • one_shot is enabled for burst effects (explosions, impacts)
  • preprocess is set for always-visible ambient effects (fire, smoke, dust)
  • Emission shape matches the source geometry (sphere for explosions, box for area effects)
  • color_ramp fades alpha to 0 at the end so particles don't vanish abruptly
  • scale_curve shrinks particles over lifetime for natural fade
  • local_coords is set correctly — true for attached effects, false for world-space
  • One-shot particles are cleaned up with queue_free after lifetime + margin
  • visibility_rect (2D) is set to prevent particles from being culled prematurely
  • Dynamic quality scaling uses amount_ratio for player-accessible quality settings
  • Performance-heavy features (turbulence, trails) are disabled on low-end targets

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 7 other files (references) in skills/particles-vfx of jame581/GodotPrompter.

  • SKILL.md
  • references/attractors-and-collision.md
  • references/flipbook-animation.md
  • references/performance-and-pitfalls.md
  • references/process-material-basics.md
  • references/subemitters.md
  • references/trails.md
  • references/vfx-recipes.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Particles Vfx

What does Particles Vfx do?

A skill your agent uses when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes. Particles Vfx is an agent skill from jame581/GodotPrompter.

When should I use Particles Vfx?

Particles Vfx fits situations like: implementing particle effects — GPUParticles2D/3D; particleProcessMaterial; emission shapes; common VFX recipes.

How do I install Particles Vfx in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill particles-vfx -a claude-code`. Or copy the skill folder (skills/particles-vfx in jame581/GodotPrompter) into .claude/skills/particles-vfx in your project. Claude Code loads it when a task matches its description.

How do I install Particles Vfx in Codex?

Run `npx skills add jame581/GodotPrompter --skill particles-vfx -a codex`. Or copy the skill folder (skills/particles-vfx in jame581/GodotPrompter) into .agents/skills/particles-vfx in your project. Codex loads it when a task matches its description.

Can I use Particles Vfx in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill particles-vfx -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/particles-vfx, .gemini/skills/particles-vfx, .github/skills/particles-vfx and .opencode/skills/particles-vfx in your project.

What does Particles Vfx need to run?

SKILL.md names no scripts, command-line tools or credentials: Particles Vfx is instructions for the agent only.

Does Particles Vfx access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Particles Vfx safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Particles Vfx use?

Particles Vfx is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Particles Vfx use?

About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.6k tokens, read only when the agent opens those files.

What are the alternatives to Particles Vfx?

Skills that share tags, products or a category with Particles Vfx: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Particles Vfx?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.