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Particles Vfx

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jame581
particles-vfx

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

Overview

Publisherjame581
RepositoryGodotPrompter
Skill nameparticles-vfx
Stars
808
Forks
47
Bundled files
7
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 7 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Particles Vfx AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/particles-vfx .claude/skills/particles-vfx
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Particles Vfx in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Particles Vfx on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Particles Vfx is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.


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

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Particles Vfx AI skill do?

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

Why use Particles Vfx on TypingMind?

Because you install it once and use it with any model. Particles Vfx is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Particles Vfx in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/particles-vfx. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Particles Vfx?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Particles Vfx?

As many as you like. As long as a model supports skills, you can use Particles Vfx with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Particles Vfx AI skill free?

Yes. It is published on GitHub by jame581 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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