| 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
Expert custom shader integration for advanced particle VFX.
One-shot particle bursts with auto-cleanup - essential for VFX systems.
Expert procedural particle movement logic. Demonstrates persistent CUSTOM data and USERDATA injection for dynamic wind/orbit effects.
High-performance collision handling. Triggers sub-emitters (splashes/debris) using emit_subparticle() and COLLISION_NORMAL.
Optimization pattern using cull_mask to isolate particle-attractor interactions, preventing global performance bottlenecks.
Bypassing GPUParticles for millions of entities (fish, insects). Uses set_buffer_interpolated() for jitter-free high-count movement.
Clean architectual pattern for passing runtime variables to particle shaders via USERDATA to preserve GPU batching.
Expert logic for switching between localized (Auras) and global (Trails) space. Includes correct restart() handling for teleports.
Robust lifecycle management using the finished signal and restart() to avoid async emission failures.
Optimizing global weather (Rain/Snow) using Camera-snapped GPUParticlesCollisionHeightField3D.
Hierarchical LOD for environmental VFX. Uses visibility_range and margins to cull distant torches or fires completely.
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
# Add GPUParticles2D node
# Set Amount: 32
# Set Lifetime: 1.0
# Set One Shot: true (for explosions)
Particle Material
# 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
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
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
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
# 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
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
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
# 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
# Add texture to godot-particles
$GPUParticles2D.texture = load("res://textures/particle.png")
2. Lifetime Management
# Auto-delete one-shot godot-particles
if one_shot:
await get_tree().create_timer(lifetime).timeout
queue_free()
3. Performance
# 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.
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.
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.
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
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