Agent skill · Audited from source
godot-particles
skill · thedivergentai/gd-agentic-skillsLGPL-3.0 licenceAudited 29 Oct 2026 · source 0c0182b848c3
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 0c0182b848c3 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental…
Cite
Cite this page
ModelsAtlas. “godot-particles (thedivergentai/gd-agentic-skills)”. Retrieved 29 Oct 2026. https://modelsatlas.com/skills/thedivergentai/godot-particles
Trust audit
Audit 0.4.1 · source read 29 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 13,985 of 14,816 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 0c0182b848c3 · 29 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherthedivergentai GitHub userOwner of the repository this skill is read from
- Source folderthedivergentai/gd-agentic-skills/skills/godot-particlesThe exact folder we audited
- LicenceLGPL-3.0As the repository states it
- Commit pinned for this verdict0c0182b848c3A new audit runs when the source changes
- Repository statusNot archivedLast push 12 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental…
--- name: godot-particles description: "Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot." --- ## NEVER Do in Particle Systems - **NEVER use `amount_ratio` to optimize performance dynamically** — It does not save GPU memory or improve processing; the full `amount` is still allocated. Change the `amount` property directly instead. - **NEVER use CPUParticles2D for performance-critical effects on Desktop** — Use GPUParticles unless targeting low-end mobile with no GPU support. However, use CPUParticles2D if you need Physics Interpolation for smooth trails on moving bodies in 2D. - **NEVER set `preprocess` to extremely high values** — High values (e.g., 60s) will force the GPU to simulate thousands of frames in a single render tick, potentially causing an immediate GPU crash. - **NEVER leave `visibility_aabb` unconfigured for large systems** — Incorrect AABBs cause frustum culling errors (particles popping out) and break LOD calculations. Generate AABBs using the editor toolbar. - **NEVER enable turbulence on Mobile/Web without testing** — 3D noise evaluation per particle is extremely heavy. Disable via Feature Tags on lower-end platforms. - **NEVER use a Timer to lifetime-cleanup one-shots** — Prefer [smart_oneshot_recycler.gd](scripts/smart_oneshot_recycler.gd): `finished` + `restart()`, or `queue_free()` only on truly disposable instances. - **NEVER use `local_coords = true` for trails** — Smoke or fire left behind by a projectile MUST use global space (`local_coords = false`) or the trail will follow the projectile like a stiff stick. - **NEVER expect GPUParticles2D to interpolate correctly in Godot 4.3** — They stutter when parented to physics bodies. Use `CPUParticles2D` with `fract_delta = true` for high-speed 2D movement. - **NEVER trigger `emitting = true` immediately after a `finished` signal** — Async GPU state delays can cause the restart to fail. Use the `restart()` method instead. - **NEVER attempt recursion with sub-emitters** — A particle system cannot be its own sub-emitter; it will silently fail. - **NEVER forget alpha in color gradients** — Particles that disappear instantly at the end of their lifetime look harsh; always add a gradient point at 1.0 with 0.0 alpha for a smooth exit. - **NEVER use `EMISSION_SHAPE_POINT` for volumentric explosions** — Spawning all particles at a single point looks flat. Use a Sphere or Box shape for natural 3D spread. - **NEVER forget to set `emitting = false` initially for one-shot VFX** — This prevents unwanted emission at the scene origin before you've had a chance to position the node via script. ## Choose Table (load only the matching script) > **MANDATORY** for the chosen row. **Do NOT Load** unused particle scripts for a single effect. | Goal | Prefer | Script | |------|--------|--------| | Burst / one-shot VFX (hit, muzzle, explode) | `GPUParticles*` + recycle | **MANDATORY** [particle_burst_emitter.gd](scripts/particle_burst_emitter.gd) + [smart_oneshot_recycler.gd](scripts/smart_oneshot_recycler.gd) | | Trails behind movers | `local_coords = false` | **MANDATORY** [local_vs_global_coords.gd](scripts/local_vs_global_coords.gd) | | Weather (rain/snow) heightfield | camera-snapped collision | **MANDATORY** [screenspace_weather_heightfield.gd](scripts/screenspace_weather_heightfield.gd) | | Million-entity swarms | MultiMesh, not GPUParticles | **MANDATORY** [massive_swarm_multimesh.gd](scripts/massive_swarm_multimesh.gd) | | Custom GPU motion / userdata | process material shader | [custom_particle_logic.gdshader](scripts/custom_particle_logic.gdshader), [dynamic_userdata_modulation.gd](scripts/dynamic_userdata_modulation.gd) | | Impact sub-emitters | collision subparticle | [sub_emitter_impact.gdshader](scripts/sub_emitter_impact.gdshader) | | Attractors without global cost | cull_mask isolation | [particle_attractor_opt.gd](scripts/particle_attractor_opt.gd) | | Distant env VFX LOD | visibility_range | [particle_lod_manager.gd](scripts/particle_lod_manager.gd) | | 2D physics-parented trails stutter | `CPUParticles2D` + fract_delta | **MANDATORY** [2d_physics_interpolation_fix.gd](scripts/2d_physics_interpolation_fix.gd) | | Shader param orchestration | material helpers | [vfx_shader_manager.gd](scripts/vfx_shader_manager.gd) | **GPUParticles vs CPUParticles vs MultiMesh** - **GPUParticles*** — default for desktop/console VFX amount budgets. - **CPUParticles2D** — only when 2D physics interpolation / smooth parenting is required (see NEVER). - **MultiMesh** — when entity count leaves the particle domain (fish/insects/debris fields). ## Available Scripts ### [smart_oneshot_recycler.gd](scripts/smart_oneshot_recycler.gd) Golden path for one-shot lifecycle: `finished` + `restart()` — never Timer-based free. ### [particle_burst_emitter.gd](scripts/particle_burst_emitter.gd) One-shot bursts wired to the recycler. ### [local_vs_global_coords.gd](scripts/local_vs_global_coords.gd) Aura vs trail coordinate space + teleport `restart()`. ### [screenspace_weather_heightfield.gd](scripts/screenspace_weather_heightfield.gd) Global weather via camera-snapped heightfield collision. ### [massive_swarm_multimesh.gd](scripts/massive_swarm_multimesh.gd) Million-entity path with `set_buffer_interpolated()`. ### [custom_particle_logic.gdshader](scripts/custom_particle_logic.gdshader) Procedural GPU particle motion with CUSTOM/USERDATA. ### [sub_emitter_impact.gdshader](scripts/sub_emitter_impact.gdshader) Collision-driven `emit_subparticle()` impacts. ### [particle_attractor_opt.gd](scripts/particle_attractor_opt.gd) Attractor `cull_mask` isolation. ### [dynamic_userdata_modulation.gd](scripts/dynamic_userdata_modulation.gd) Runtime USERDATA withou
Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 0c0182b
git clone https://github.com/thedivergentai/gd-agentic-skills git -C gd-agentic-skills checkout 0c0182b848c3
The author documents no install command, so this uses the repository directly. Our verdict covers commit 0c0182b848c3 only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
0c0182b848c3
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Questions about godot-particles
What does the godot-particles skill do?
Is godot-particles safe to install?
What can godot-particles access on my machine?
How current is this page?
Sources
- github.com/thedivergentai/gd-agentic-skills/tree/main/skills/god — the audited source at commit 0c0182b848c3 and every finding aboveObserved · 29 Oct 2026
Spotted something wrong? Report a correction · Methodology
Keep going in your AI
Opens with this page as the source. We add nothing else to the prompt.
- What does the godot-particles skill do?
- Is godot-particles safe to install?
- What can godot-particles access on my machine?