Agent skill

Godot Particles

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders.

LGPL-3.0Auto-check passedGame Development

Install Godot Particles

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-particles -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-particles --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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-particles .claude/skills/godot-particles && 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
godot-particles
GitHub stars
821
Token cost
~3.4k tokens
SKILL.md length
1,044 words
Files
16 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders.

  • Environmental effects
  • SKILL.md covers NEVER Do in Particle Systems, Choose Table (load only the…, Available Scripts and Expert Pointers, plus 2 more sections
  • Visual feedback

What it does

Godot Particles is an agent skill from thedivergentai/GD-Agentic-Skills. 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, emissionshape, colorramp, subemitter, oneshot.

Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 17 other files, including scripts and reference files (for example `references/expert-vfx-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development and Shaders. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Environmental effects
  • Visual feedback

Example prompts

  • “/godot-particles”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 13 files in scripts/, which the agent can run.

    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):

    • docs.godotengine.org

    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

Godot Particles loads about 3.4k tokens when it runs, and up to ~5.1k if it reads all its reference files. Until then it costs about 91 tokens; SKILL.md has 1,044 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~91
When it runs · the whole SKILL.md, loaded when a task matches
~3.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.1k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,044 words, ~3,358 tokens.

Download SKILL.mdSave it as .claude/skills/godot-particles/SKILL.md (or your agent's skills folder). This skill also uses 15 other files; get the full folder from GitHub.
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_ratio to optimize performance dynamically — It does not save GPU memory or improve processing; the full amount is still allocated. Change the amount property 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 preprocess to 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_aabb unconfigured 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(), or queue_free() only on truly disposable instances.
  • NEVER use local_coords = true for 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 CPUParticles2D with fract_delta = true for high-speed 2D movement.
  • NEVER trigger emitting = true immediately after a finished signal — Async GPU state delays can cause the restart to fail. Use the restart() 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_POINT for 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 = false initially 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.

GoalPreferScript
Burst / one-shot VFX (hit, muzzle, explode)GPUParticles* + recycleMANDATORY particle_burst_emitter.gd + smart_oneshot_recycler.gd
Trails behind moverslocal_coords = falseMANDATORY local_vs_global_coords.gd
Weather (rain/snow) heightfieldcamera-snapped collisionMANDATORY screenspace_weather_heightfield.gd
Million-entity swarmsMultiMesh, not GPUParticlesMANDATORY massive_swarm_multimesh.gd
Custom GPU motion / userdataprocess material shadercustom_particle_logic.gdshader, dynamic_userdata_modulation.gd
Impact sub-emitterscollision subparticlesub_emitter_impact.gdshader
Attractors without global costcull_mask isolationparticle_attractor_opt.gd
Distant env VFX LODvisibility_rangeparticle_lod_manager.gd
2D physics-parented trails stutterCPUParticles2D + fract_deltaMANDATORY 2d_physics_interpolation_fix.gd
Shader param orchestrationmaterial helpersvfx_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 = false at scene origin → place → restart() (smart_oneshot_recycler.gd).
  • Trails: local_coords = false or 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.
Show full SKILL.md (406 more words)Show less

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.
Prerequisites
  • godot-project-foundations — scenes, resources, and import basics before packing VFX Prefabs and GradientTexture1D materials.
  • godot-gdscript-mastery — typed GPUParticles APIs, finished handlers, and safe restart()/await patterns used by pools and burst spawners.
  • godot-shaders-basics — ShaderMaterial workflow and shading-language fundamentals required before shader_type particles process 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 — finished and 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.

© thedivergentai, LGPL-3.0. 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 15 other files (scripts, references) in skills/godot-particles of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/expert-vfx-patterns.md
  • references/migration-notes.md
  • scripts/2d_physics_interpolation_fix.gd
  • scripts/custom_particle_logic.gdshader
  • scripts/dynamic_userdata_modulation.gd
  • scripts/local_vs_global_coords.gd
  • scripts/massive_swarm_multimesh.gd
  • scripts/particle_attractor_opt.gd
  • scripts/particle_burst_emitter.gd
  • scripts/particle_lod_manager.gd
  • scripts/screenspace_weather_heightfield.gd
  • scripts/smart_oneshot_recycler.gd
  • scripts/sub_emitter_impact.gdshader
  • scripts/vfx_pool_manager.gd
  • scripts/vfx_shader_manager.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Particles next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Particles compared with similar skills
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Godot Shader Fundamentals925236118/AlphaAgent103—~1.5kAutomated safety check: PassMIT
Godot Shadersgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.4kAutomated safety check: PassApache-2.0
Scenario Godot Shadersscenario-labs/skills946—~4.9kAutomated safety check: PassMIT
Gamedev Shadersericrisco/rsc-harness180—~3.6kAutomated safety check: PassMIT

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Works with

Questions about Godot Particles

What does Godot Particles do?

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Godot Particles is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders.

When should I use Godot Particles?

Godot Particles fits situations like: environmental effects; visual feedback.

How do I install Godot Particles in Claude Code?

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

How do I install Godot Particles in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-particles -a codex`. Or copy the skill folder (skills/godot-particles in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-particles in your project. Codex loads it when a task matches its description.

Can I use Godot Particles 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 thedivergentai/GD-Agentic-Skills --skill godot-particles -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-particles, .gemini/skills/godot-particles, .github/skills/godot-particles and .opencode/skills/godot-particles in your project.

What does Godot Particles need to run?

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

Does Godot Particles access the network?

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

Is Godot Particles 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Particles use?

Godot Particles is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Particles use?

About 3.4k tokens (SKILL.md is roughly 13k 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 1.7k tokens, read only when the agent opens those files.

What are the alternatives to Godot Particles?

Skills that share tags, products or a category with Godot Particles: Shader Basics (jame581/GodotPrompter, 805 stars), Godot Shader Fundamentals (925236118/AlphaAgent, 103 stars), Godot Shaders (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars) and Scenario Godot Shaders (scenario-labs/skills, 946 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Particles?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.