particles-review

Review Godot particle implementations against known engine gotchas.

511|44|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill particles-review
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles-review
Source: https://github.com/RandallLiuXin/GodotMaker/tree/main/skills/reviewer/particles
Command: npx skills add https://github.com/RandallLiuXin/GodotMaker --skill particles-review

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill prevents broken or misleading particle effects by reviewing Godot Particles implementations against common engine gotchas that often cause silent failures.

Core Features & Use Cases

  • Post-implementation particle code review: Scans for known pitfalls related to GPU/CPU particles, particle materials, trails, sub-emitters, collision nodes, and runtime emission/property changes.
  • Gotcha-to-fix reporting: For each detected issue, it cites a gotcha ID, shows the offending code, and provides a concrete correction.
  • Optional automated verification: Uses a checklist to map each gotcha to static and runtime checks, including an optional headless compilation run.

Use case: After agents generate or modify a scene that uses GPUParticles3D with trails and sub-emitters, run this reviewer to ensure collision and trail behavior won’t silently fail in Godot 4.x.

Quick Start

Run particles-review after particle-related code is implemented or modified, especially if the project touches GPUParticles2D/3D, CPUParticles2D/3D, particle collision nodes, trail configuration, or runtime .amount/.emitting changes.

Frequently Asked Questions about particles-review

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I review Godot particle code for common collision and trail gotchas?

To review Godot particle code for collision and trail gotchas, run a post-implementation static check against known engine pitfalls. This process maps each detected issue to a specific gotcha ID, shows the offending code, and provides a concrete correction to prevent silent visual failures.

What causes Godot particle collisions and runtime emission changes to break silently?

Godot particle collisions and runtime emission changes break silently due to known engine gotchas related to particle materials, collision nodes, and dynamic `.amount`/`.emitting` modifications. A dedicated particle code review identifies these specific pitfalls before they ship.

Can I run static checks on Godot CPUParticles3D and GPUParticles3D implementations?

Yes, you can run static checks on Godot CPUParticles3D and GPUParticles3D implementations. A particle reviewer applies a checklist to map known gotchas to static checks and can optionally run a headless compilation validation to ensure collision and trail behavior works.

Does Godot particle code review work with runtime property changes like `.emitting` and `.amount`?

Yes, Godot particle code review works with runtime property changes like `.emitting` and `.amount`. The review specifically focuses on detecting known engine gotchas that cause silent failures when particle properties are modified dynamically during gameplay.

What's the best way to catch Godot particle pitfalls before shipping a scene?

The best way to catch Godot particle pitfalls before shipping is to run a post-implementation review that checks GPUParticles2D/3D, CPUParticles2D/3D, particle materials, trails, sub-emitters, and collision nodes against a gotchas checklist to prevent silent visual failures.