godot-particles

Implements GPU particle systems for explosions, trails, weather, and swarms in Godot.

Updated Aug 22, 2026
One-click install
npx skills add https://github.com/DecioLuvier/Shatterless --skill godot-particles-decioluvier
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: godot-particles
Source: https://github.com/DecioLuvier/Shatterless/tree/main/.claude/skills/godot/references/godot-particles
Command: npx skills add https://github.com/DecioLuvier/Shatterless --skill godot-particles-decioluvier

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve? Building performant particle VFX in Godot requires navigating GPUParticles2D/3D lifecycle pitfalls, coordinate-space bugs, sub-emitter limits, and performance traps that cause stuttering trails, GPU crashes, and frustum culling errors. ## Core Features & Use Cases - One-shot lifecycle management: Recycle burst emitters using finished signals and restart() instead of Timer-based cleanup that leaks or fails on async GPU state. - Routing table for VFX goals: Maps effects like trails, weather heightfields, million-entity swarms, and collision sub-emitters to the correct script or shader. - Migration guidance: Version-by-version upgrade notes from Godot 3.x through 4.7 covering particle API renames and behavioral changes. - Use Case: Add a muzzle flash to a shooter by loading the burst emitter and smart recycler scripts, positioning the node, and calling restart() for clean one-shot playback. ## Quick Start Ask the agent to create a one-shot explosion effect using GPUParticles3D with proper recycling and global-space trails for a moving projectile.

Frequently Asked Questions about godot-particles

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a one-shot particle explosion in Godot?▼

Use GPUParticles3D with emitting set to false initially, position the node, then call restart() to trigger the burst. Recycle it via the finished signal instead of Timer-based queue_free to avoid async GPU state failures.

GPUParticles vs CPUParticles in Godot, which should I use?▼

Use GPUParticles for desktop and console VFX within amount budgets. Use CPUParticles2D only when you need physics interpolation for smooth trails on fast-moving 2D bodies, and MultiMesh when entity counts exceed particle budgets.

Why do my Godot particle trails follow the projectile like a stick?▼

This happens when local_coords is true, locking particles to the emitter's transform. Set local_coords to false so smoke or fire trails stay in global space behind the moving projectile.

Why do GPUParticles2D stutter when parented to physics bodies?▼

In Godot 4.3, GPUParticles2D do not interpolate correctly when parented to fast physics bodies. Switch to CPUParticles2D with fract_delta set to true for smooth high-speed 2D trails.

Can GPU particles trigger sound effects on collision in Godot?▼

No, GPU particles emit no CPU callbacks for individual collisions. Use collision sub-emitters for visual impacts and play looping impact audio while the emitter is active, or use CPUParticles for precise audio timing.