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.