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Use when implementing particle effects — GPUParticles2D/3D, ParticleProcessMaterial, emission shapes, subemitters, trails, attractors, collision, and common VFX recipes
Passed 21 of 22 test cases with the skill, and 14 of 22 without it.
and 12 more in the full report
7 fixed14 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
In Godot 4.7 GDScript, I have paused a cutscene particle effect and need to manually advance or seek its particle physics timeline forward by 2.0 seconds. What function call introduced in 4.7 handles seeking/processing particle timeline updates?
| Checked | Without skill | With skill |
|---|---|---|
| Mentions request_particles_process() on the particle node. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
| Node | Processing | Features | Use For |
|---|---|---|---|
GPUParticles2D | GPU | Full features, high counts, trails | Most 2D effects |
GPUParticles3D | GPU | Full features, attractors, collision | Most 3D effects |
CPUParticles2D | CPU | Simpler, no trails/attractors | Low-end devices, few particles |
CPUParticles3D | CPU | Simpler, no trails/attractors | Low-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).
GPUParticles2D/3D
├── Process Material (ParticleProcessMaterial) ← physics, emission, color
├── Draw Pass 1 (Mesh) ← what each particle looks like
└── (Optional) Draw Pass 2-4 ← additional meshes
test cases passed, vs 14 / 22 without
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