--- 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." --- # Particle Systems GPU-accelerated rendering, material-based configuration, and sub-emitters define performant VFX. ## Available Scripts ### [vfx_shader_manager.gd](scripts/vfx_shader_manager.gd) Expert custom shader integration for advanced particle VFX. ### [particle_burst_emitter.gd](scripts/particle_burst_emitter.gd) One-shot particle bursts with auto-cleanup - essential for VFX systems. ### [custom_particle_logic.gdshader](scripts/custom_particle_logic.gdshader) Expert procedural particle movement logic. Demonstrates persistent `CUSTOM` data and `USERDATA` injection for dynamic wind/orbit effects. ### [sub_emitter_impact.gdshader](scripts/sub_emitter_impact.gdshader) High-performance collision handling. Triggers sub-emitters (splashes/debris) using `emit_subparticle()` and `COLLISION_NORMAL`. ### [particle_attractor_opt.gd](scripts/particle_attractor_opt.gd) Optimization pattern using `cull_mask` to isolate particle-attractor interactions, preventing global performance bottlenecks. ### [massive_swarm_multimesh.gd](scripts/massive_swarm_multimesh.gd) Bypassing GPUParticles for millions of entities (fish, insects). Uses `set_buffer_interpolated()` for jitter-free high-count movement. ### [dynamic_userdata_modulation.gd](scripts/dynamic_userdata_modulation.gd) Clean architectual pattern for passing runtime variables to particle shaders via `USERDATA` to preserve GPU batching. ### [local_vs_global_coords.gd](scripts/local_vs_global_coords.gd) Expert logic for switching between localized (Auras) and global (Trails) space. Includes correct `restart()` handling for teleports. ### [smart_oneshot_recycler.gd](scripts/smart_oneshot_recycler.gd) Robust lifecycle management using the `finished` signal and `restart()` to avoid async emission failures. ### [screenspace_weather_heightfield.gd](scripts/screenspace_weather_heightfield.gd) Optimizing global weather (Rain/Snow) using Camera-snapped `GPUParticlesCollisionHeightField3D`. ### [particle_lod_manager.gd](scripts/particle_lod_manager.gd) Hierarchical LOD for environmental VFX. Uses `visibility_range` and margins to cull distant torches or fires completely. ### [2d_physics_interpolation_fix.gd](scripts/2d_physics_interpolation_fix.gd) Expert workaround for 2D particle stuttering. Switches to `CPUParticles2D` with `fract_delta` for smooth physics-parented movement. ## 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 forget to `queue_free()` one-shot particles** — Use the `finished` signal instead of an arbitrary Timer for safe lifecycle management. - **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. --- ### Basic Setup ```gdscript # Add GPUParticles2D node # Set Amount: 32 # Set Lifetime: 1.0 # Set One Shot: true (for explosions) ``` ### Particle Material ```gdscript # Create ParticleProcessMaterial var material := ParticleProcessMaterial.new() # Emission shape material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE material.emission_sphere_radius = 10.0 # Gravity material.gravity = Vector3(0, 98, 0) # Velocity material.initial_velocity_min = 50.0 material.initial_velocity_max = 100.0 # Color material.color = Color.ORANGE_RED # Apply to godot-particles $GPUParticles2D.process_material = material ``` ## Common Effects ### Explosion ```gdscript extends GPUParticles2D func _ready() -> void: one_shot = true amount = 64 lifetime = 0.8 explosiveness = 0.9 var mat := ParticleProcessMaterial.new() mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE mat.emission_sphere_radius = 5.0 mat.initial_velocity_min = 100.0 mat.initial_velocity_max = 200.0 mat.gravity = Vector3(0, 200, 0) mat.scale_min = 0.5 mat.scale_max = 1.5 process_material = mat emitting = true ``` ### Smoke Trail ```gdscript extends GPUParticles2D func _ready() -> void: amount = 16 lifetime = 2.0 var mat := ParticleProcessMaterial.new() mat.direction = Vector3(0, -1, 0) mat.initial_velocity_min = 20.0 mat.initial_velocity_max = 40.0 mat.scale_min = 0.5 mat.scale_max = 1.0 mat.color = Color(0.5, 0.5, 0.5, 0.5) process_material = mat ``` ### Sparkles/Stars ```gdscript var mat := ParticleProcessMaterial.new() mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX mat.emission_box_extents = Vector3(100, 100, 0) mat.gravity = Vector3.ZERO mat.angular_velocity_min = -180 mat.angular_velocity_max = 180 mat.scale_min = 0.1 mat.scale_max = 0.5 # Use star texture $GPUParticles2D.texture = load("res://textures/star.png") $GPUParticles2D.process_material = mat ``` ## Spawn Particles on Demand ```gdscript # player.gd const EXPLOSION_EFFECT := preload("res://effects/explosion.tscn") func die() -> void: var explosion := EXPLOSION_EFFECT.instantiate() get_parent().add_child(explosion) explosion.global_position = global_position explosion.emitting = true queue_free() ``` ## 3D Particles ```gdscript extends GPUParticles3D func _ready() -> void: amount = 100 lifetime = 3.0 var mat := ParticleProcessMaterial.new() mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX mat.emission_box_extents = Vector3(10, 0.1, 10) mat.direction = Vector3.UP mat.initial_velocity_min = 2.0 mat.initial_velocity_max = 5.0 mat.gravity = Vector3(0, -9.8, 0) process_material = mat ``` ## Color Gradients ```gdscript var mat := ParticleProcessMaterial.new() # Create gradient var gradient := Gradient.new() gradient.add_point(0.0, Color.YELLOW) gradient.add_point(0.5, Color.ORANGE) gradient.add_point(1.0, Color(0.5, 0.0, 0.0, 0.0)) # Fade to transparent red var gradient_texture := GradientTexture1D.new() gradient_texture.gradient = gradient mat.color_ramp = gradient_texture ``` ## Sub-Emitters ```gdscript # Particles that spawn godot-particles (fireworks) $ParentParticles.sub_emitter = $ChildParticles.get_path() $ParentParticles.sub_emitter_mode = GPUParticles2D.SUB_EMITTER_AT_END ``` ## Best Practices ### 1. Use Texture for Shapes ```gdscript # Add texture to godot-particles $GPUParticles2D.texture = load("res://textures/particle.png") ``` ### 2. Lifetime Management ```gdscript # Auto-delete one-shot godot-particles if one_shot: await get_tree().create_timer(lifetime).timeout queue_free() ``` ### 3. Performance ```gdscript # Reduce amount for mobile if OS.get_name() == "Android": amount = amount / 2 ``` --- ## Expert Pattern: Particle-Audio-Syncer (Collision Sub-Emitters) GPU particles do not emit CPU signals for individual collisions. To sync visual impacts, use the Sub-Emitter system to spawn secondary effects (sparks, dust) on contact. ```gdscript func setup_collision_vfx(primary: GPUParticles3D, impact: GPUParticles3D) -> void: # 1. Assign impact system as sub-emitter primary.sub_emitter = primary.get_path_to(impact) var mat := primary.process_material as ParticleProcessMaterial if mat: # 2. Enable collision and set trigger mode mat.collision_mode = ParticleProcessMaterial.COLLISION_RIGID mat.sub_emitter_mode = ParticleProcessMaterial.SUB_EMITTER_AT_COLLISION mat.sub_emitter_amount_at_collision = 1 # Spawn 1 spark per impact ``` > [!IMPORTANT] > Since the CPU cannot track individual GPU collisions, sync audio by playing a randomized looping "impact" sound while the primary emitter is active, or use `CPUParticles` for precise RayCast-driven audio timing. --- ## Expert Pattern: Fluid-Simulation-Particles (Custom Shaders) For high-performance liquid or swarm effects, bypass `ParticleProcessMaterial` and use a custom `particles` shader with state persistence. ```glsl shader_type particles; // 'keep_data' allows the shader to remember state between frames render_mode keep_data; void start() { if (RESTART) { // Initialize position and custom fluid density TRANSFORM[3].xyz = EMISSION_TRANSFORM[3].xyz; CUSTOM.x = 1.0; } } void process() { // Apply gravity and attractor forces VELOCITY += ATTRACTOR_FORCE * DELTA; // Built-in GPU collision handling if (COLLIDED) { VELOCITY = reflect(VELOCITY, COLLISION_NORMAL) * 0.5; TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH; } } ``` --- ## Expert Pattern: VFX-Pool-Manager Prevent frame-spikes from frequent `instantiate()` and `queue_free()` calls by pooling and reusing one-shot particle systems. ```gdscript class_name VFXPool extends Node @export var vfx_scene: PackedScene var pool: Array[GPUParticles3D] = [] func _ready() -> void: for i in 20: var inst := vfx_scene.instantiate() as GPUParticles3D add_child(inst) inst.emitting = false inst.finished.connect(func(): pool.append(inst)) pool.append(inst) func spawn(pos: Vector3) -> void: if pool.is_empty(): return var vfx = pool.pop_back() vfx.global_position = pos # Use restart() to avoid async GPU state delays vfx.restart() ``` ## Reference - [Godot Docs: Particles](https://docs.godotengine.org/en/stable/tutorials/2d/particle_systems_2d.html) ### Related - Master Skill: [godot-master](../godot-master/SKILL.md)