Godot Particles
Generates realistic particle effects for your Godot game, enhancing visuals and creating immersive atmospheres quickly and easily.
Install on your platform
We auto-selected Claude Code based on this skill’s supported platforms.
Run in terminal (recommended)
claude mcp add godot-particles npx -- -y @trustedskills/godot-particles
Or manually add to ~/.claude/settings.json
{
"mcpServers": {
"godot-particles": {
"command": "npx",
"args": [
"-y",
"@trustedskills/godot-particles"
]
}
}
}Requires Claude Code (claude CLI). Run claude --version to verify your install.
About This Skill
What it does
This skill enables AI agents to generate and configure particle systems within Godot Engine projects. It allows for dynamic creation of visual effects like smoke, fire, or magic spells by manipulating engine-specific node properties directly through code execution.
When to use it
- Creating atmospheric effects such as fog, rain, or dust motes in 3D environments.
- Implementing combat feedback like explosion sparks, blood splatters, or energy blasts.
- Designing UI transitions using particle emitters for menu backgrounds or loading screens.
- Prototyping visual mechanics without manually placing hundreds of individual sprites in the editor.
Key capabilities
- Instantiates
GPUParticles2DandGPUParticles3Dnodes programmatically. - Adjusts emission rates, spread angles, and lifetime durations via parameters.
- Configures texture sources and colors for particle appearance.
- Sets physics properties including gravity influence and collision behavior.
Example prompts
- "Create a fire effect at coordinates (10, 5) with a high emission rate and orange-red textures."
- "Add a slow-moving smoke cloud behind the player character that fades out over 5 seconds."
- "Generate a burst of golden sparks when the sword hits an enemy, using circular spread."
Tips & gotchas
Ensure your Godot project has the necessary rendering drivers installed for GPU particle support, especially in 3D scenes. For high-performance needs, prefer GPUParticles over standard particles to maintain frame rates during complex effects.
Tags
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