particle_manage
Manage Godot particle systems: create emitters, set behavior and draw properties, apply presets, restart, and inspect particle nodes.
Instructions
Particle systems (GPUParticles2D/3D, CPUParticles2D/3D). All write ops create the node + sub-resources (ProcessMaterial, default QuadMesh draw pass) in a single undo action.
Ops: • create(parent_path, name="Particles", type="gpu_3d") Create an emitter. type: "gpu_3d" | "gpu_2d" | "cpu_3d" | "cpu_2d". For GPU emitters, auto-creates ProcessMaterial; for gpu_3d, also a default QuadMesh draw pass. • set_main(node_path, properties) Node-level props: amount, lifetime, one_shot, explosiveness, preprocess, speed_scale, randomness, fixed_fps, emitting, local_coords, interp_to_end. • set_process(node_path, properties) Behavior props (auto-creates ProcessMaterial for GPU). Emission shape, velocity, gravity, color_ramp, scale_curve, turbulence. See full property list in the Godot reference. GPU gravity is a Vector3 — pass {x, y, z} or [x, y, z], including for gpu_2d (the shared ProcessMaterial is 3D; z is ignored in 2D). • set_draw_pass(node_path, pass_=1, mesh="", texture="", material="") What gets drawn per particle. GPU 3D: mesh in draw_pass_N + optional material override. GPU 2D / CPU 2D: texture. CPU 3D: mesh. • restart(node_path) Restart emission. Runtime-only, not undoable. • get(node_path) Inspect main props, process material, draw passes. • apply_preset(parent_path, name, preset, type="gpu_3d", overrides=None) Curated effects: fire, smoke, spark_burst, magic_swirl, rain, explosion, lightning. One-shot presets re-trigger via restart. overrides = {"main": {...}, "process": {...}, "draw": {...}}; bare keys are auto-routed to main (amount, lifetime, one_shot, ...) or process — draw keys must be nested under "draw". draw configures the gpu_3d draw-pass StandardMaterial3D (blend_mode, albedo_color, emission, ...); on gpu_2d only draw.texture (res:// path) applies; cpu_* types reject draw overrides. Unknown or malformed override keys return INVALID_PARAMS (never silently dropped); response reports applied_main / applied_process / applied_draw. GPU gravity requires {x, y, z} (or [x, y, z]) even for gpu_2d.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||