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Glama

Particles

particles

Create and edit GPU/CPU 2D/3D effects like fire, smoke, and sparks using tuned presets in Godot scenes.

Instructions

Particle effects (GPU/CPU, 2D/3D) from tuned presets — fire, smoke, sparks, explosion, dust, rain, snow, magic, hit, trail, confetti, bubbles — with color gradients, size curves, velocities and emission shapes already set, plus friendly editing of the process material. Undoable.

Actions:

  • presets: {} list presets with descriptions.

  • create: {preset?, parent?='.', name?, type?: gpu_2d|cpu_2d|gpu_3d|cpu_3d (default gpu, 2D/3D from the parent), position?, color? (tint the preset), size? (2D px / 3D meters), amount?, lifetime?, one_shot?, emitting?, explosiveness?, preprocess?, local_coords?, additive?, texture? (res:// image or soft|spark|square|streak|ring), process?: {ParticleProcessMaterial props}, props?: {node props}} add a particles node. Presets are tuned in 2D pixels and converted to meters for 3D. One-shot presets (explosion, hit, confetti) fire when the scene starts; call restart() in code to fire again.

  • set: {path, process?: {...}, props?: {...}, preset? (re-apply a preset), color?, amount?, lifetime?, one_shot?, emitting?, explosiveness?, preprocess?, local_coords?, speed_scale?} edit a particles node. Works for GPU (edits the process material) and CPU particles (same names; scale -> scale_amount mapped). Visibility bounds grow to fit faster/longer-lived particles.

  • get: {path} node settings and process values (gradients/curves as point lists).

  • restart: {path} restart emission (previews one-shot effects in the editor).

  • convert: {path, to: cpu|gpu} convert between GPUParticles and CPUParticles keeping settings (CPU has no turbulence/collision).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
toNoconvert: 'cpu' or 'gpu'.
nameNoNode name (default '<Preset>Particles').
pathNoParticles node path (a parent with exactly one particles child also works).
sizeNoParticle size of the preset: pixels in 2D (process.scale is relative to the texture size), meters in 3D.
typeNogpu_2d | cpu_2d | gpu_3d | cpu_3d (also 'gpu'/'cpu'/'2d'/'3d').
colorNoTint for the preset's color gradient, e.g. '#40ff80': every stop takes this hue, keeping its brightness, relative saturation and alpha.
propsNoProperty map. Values are coerced to the property type: numbers, [x,y], 'Vector2(1,2)', '#ff8800', 'res://file', {"type":"RectangleShape2D","size":[32,32]} for new resources, enum names as strings.
sceneNores:// scene to operate on; opened in the editor if needed. Defaults to the currently edited scene.
actionYesWhat to do. See the tool description for each action's parameters.
amountNoNumber of particles.
parentNoParent node for create (default: scene root).
presetNofire | smoke | sparks | explosion | dust | rain | snow | magic | hit | trail | confetti | bubbles
processNoParticleProcessMaterial values: ranges as [min, max] (initial_velocity, scale, angle, angular_velocity, damping, hue_variation, orbit_velocity...), direction [x,y(,z)], gravity [x,y(,z)], spread, color '#hex', color_ramp: ['#fff', '#f000'] or [[offset, color], ...], scale_curve: [1, 0] or [[t, v], ...], emission: {shape: point|sphere|sphere_surface|box|ring, radius?, extents?, inner_radius?, height?}, turbulence_enabled...
textureNores:// texture, or a generated one: soft | spark | square | streak | ring.
additiveNoAdditive blending (glow). Presets like fire/sparks/magic default to true.
emittingNoWhether it is emitting.
lifetimeNoSeconds each particle lives.
one_shotNoEmit a single burst.
positionNo[x, y] or [x, y, z].
preprocessNoSeconds to pre-simulate (so rain/snow already fill the screen).
speed_scaleNoSimulation speed multiplier.
local_coordsNoParticles move with the node (true) or stay in world space (false, good for trails).
explosivenessNo0 = steady stream, 1 = all at once.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.7/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Beyond the annotations, the description discloses that changes are undoable, that CPU particles lack turbulence/collision, that visibility bounds grow with faster or longer-lived particles, that presets are tuned in 2D pixels and converted to meters for 3D, and that one-shot presets fire only when the scene starts unless restart is called. These are exactly the behavioral caveats an agent needs before invoking create, set, or convert.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but tightly structured: a front-loaded summary paragraph followed by a bulleted action list. Each action bullet carries only the parameters and caveats relevant to that action. For a tool with six actions and 23 parameters, the length is justified and there is little wasted prose.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's complexity, nested objects, and lack of an output schema, the description is complete enough to invoke correctly. It covers purpose, action routing, parameter defaults, mutation consequences, conversion limitations, and even return shape for get. No critical operational detail is missing for an agent to choose and call the tool.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is already 100%, so the schema documents the 23 parameters. The description adds action-specific meaning beyond the schema: it maps parameters to create/set/convert, explains preset tinting, notes that size is in pixels for 2D and meters for 3D, and describes restart behavior for one-shot effects. This raises it above the baseline of 3 for fully documented schemas.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific resource (particle effects) and enumerates all six supported actions, so the agent knows exactly what the tool does. It also distinguishes itself by listing supported presets and noting GPU/CPU and 2D/3D coverage, making it easy to separate from generic scene, node, or animation siblings.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Each action is given a clear context: presets lists available presets, create adds a particle node, set edits one, get retrieves settings, restart previews one-shot effects, and convert switches between GPU and CPU. It also explains one-shot behavior and when to call restart. It stops short of naming alternative tools for adjacent use cases like keyframed animation, but the action-level guidance is strong.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.