Skip to content
Automation
Skill

/particles

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

From plugin
godotmaker
51141 skills7 agents14 hooks
Install
$ npx -y skills add RandallLiuXin/GodotMaker --skill particles --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/particles

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

particles.SKILL.md
name: particles-review
description: |
  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.
  Do NOT use this skill for planning or teaching — only for post-implementation review.

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:

  • Particle nodes (GPUParticles2D, GPUParticles3D, CPUParticles2D, CPUParticles3D)
  • ParticleProcessMaterial or `shader_type particles`
  • Trail configuration (`trail_enabled`, `use_particle_trails`)
  • Sub-emitter setup (`sub_emitter_mode`, `sub_emitter_*`)
  • Collision nodes (GPUParticlesCollisionBox3D, GPUParticlesCollisionSphere3D, etc.)
  • Runtime particle property changes (`.amount`, `.emitting`)

Review process

1. Read `gotchas.md` 2. Scan the implemented code against each gotcha 3. For each hit:

  • Cite the gotcha ID (e.g. G1)
  • Show the offending code
  • Provide the fix

4. If no hits, report clean 5. Optionally run `checklist.md` static checks for automated verification

When you need specific API details, delegate to the **godot-api** skill.

Read more
Ships withgodotmaker

Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode

Get the whole plugin