Reviews Godot Particles implementation for known pitfalls. Triggers AFTER implementation, when code involves GPUParticles2D, GPUParticles3D, CPUParticles2D, CPUParticles3D, ParticleProcessMaterial, trail_enabled, sub-emitters, GPUParticlesCollision, or particle amount/emission control.
NewMaintained
Automatic
◆QA & Test Engineering pack
Last verified 8/20/2026
What it changes
Passed 7 of 22 test cases with the skill, and 15 of 22 without it.
Without skill67%
With skill33%
Checks it passed that the model alone missed
Identifies that re-enabling emitting on a finished one_shot particle node without calling restart() does not replay
1 fixed14 passed either way5 still failing2 broke
Pass-rate lift
-33 pp
Tokens
-9%
Agent turns
0%
Response time
-22%
Model gemini-3.6-flashMeasured 8/20/2026v115 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
A test case the skill fixed. Same model, same prompt, with and without the skill.
Prompt
Review this Godot script meant to replay an explosion particle effect when triggered repeatedly:
```gdscript
func trigger_explosion():
$ExplosionParticles.one_shot = true
$ExplosionParticles.emitting = true
```
Identify why subsequent calls fail to play the effect, show the offending code, and supply the fix.
What was checked, without and with the skill
Checked
Without skill
With skill
Identifies that re-enabling emitting on a finished one_shot particle node without calling restart() does not replay
Missed
Passed
Shows the line setting emitting to true
Passed
Passed
Recommends calling restart() instead of toggling emitting
Passed
Passed
case-08 · gemini-3.6-flash · 8/20/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md26 linessingle file
Particles Review
Post-implementation reviewer for Godot particle code. Checks against known gotchas that LLMs consistently get wrong.
When to trigger
After particle-related code is written or modified. Look for: