Muzzle Flash: Pistol
A short, bright pistol flash: a star of flame, a side cone, a glow, a wisp of smoke and two or three sparks. About a tenth of a second.
Assets › 3D
Muzzle flashes, impacts, explosions and battlefield fire: 25 game-ready 3D particle effects that look the same in Godot 4, GameMaker and Room 3D. Each one is layered by hand (cores, glows, smoke, sparks), timed to read at game distance, and comes with the light that goes with it: flickering glows for fires and portals, short flashes for blasts and hits. A ready Godot scene per effect, a GameMaker project with every effect as data, and Room 3D effect files with a showcase room.

A few of the effects as they come, rendered by the same shader maths that Godot, GameMaker and Room 3D use. The pack has 25: Muzzle Flash: Pistol, Muzzle Flash: Rifle, Muzzle Flash: Shotgun, Muzzle Flash: Plasma, Bullet Impact: Dirt, Bullet Impact: Metal, Bullet Impact: Wood, Bullet Impact: Concrete and more.
A short, bright pistol flash: a star of flame, a side cone, a glow, a wisp of smoke and two or three sparks. About a tenth of a second.
A rifle's longer flash: a bigger star, three flame tongues down the barrel line, a glow, smoke and sparks.
A wide shotgun blast: a fan of flame, a big glow, a thick puff of smoke and a spray of hot pellet streaks.
A sci-fi energy shot leaving the barrel: a cyan plasma core, a ring snapping outward, crackling arcs and a cool glow. No smoke.
A bullet hitting earth: clods and grit thrown up and falling back, a brown dust puff that hangs and settles.
A bullet striking steel: a hot white flash, a fan of bright sparks arcing down, a glow and a thin wisp of smoke.
A bullet splintering wood: pale splinters and chips spinning out, a puff of light sawdust.
A bullet chipping stone or concrete: a grey dust burst, chips and grit, and a couple of quick sparks.
A bullet hitting water: a crown splash, droplets thrown up and falling, a fine mist and rings spreading on the surface.
A steady shower of electrical or welding sparks pouring from a point, with a flickering hot glow and light.
A thin wisp of smoke curling up from a hot barrel or a spent shell after firing. World space: it trails as the gun moves.
A small blast (a barrel, a mine, a car tyre): a blinding flash, a rolling fireball, sparks, dark smoke and a few chunks of debris.
A big ground explosion (a vehicle, a fuel tank): a huge flash, a boiling fireball, a column of black smoke, flying debris, embers and a ring of dust racing along the ground.
An explosion in the air (a missile, a shell bursting overhead): a flash, a round fireball, a shockwave ring, streaks flying out, falling embers and drifting smoke.
A grenade going off on the ground: a sharp flash, a low fireball, a fountain of dirt, a dust column and a ring of dust along the ground.
A whoosh of flame rising and burning out (a fuel splash, a fire trap): fire billows, licking flames, a swirl of embers and a little smoke.
Rubble flung out of a hit wall or a smashed crate: grey chunks spinning and falling, dust trailing behind them and fine grit.
A puff of dust kicked up along the ground: a landing, a stomp, a heavy footstep, a body hitting the floor.
A clean, bloodless hit marker for melee or bullet hits on characters and robots: a white star, a ring snapping out, glints and a few sparks.
A sword or claw swipe: a sharp crescent with a softer echo behind it, a streak and sparkling motes. Turn it (roll) to match the swing.
A ground shockwave (a slam, a landing from height, a blast's front): a bright ring racing out flat along the ground, a dust ring behind it and a flash at the centre.
A smoke grenade pouring out a thick, rolling screen of white smoke that spreads along the ground, with a hissing spray at the can.
A wreck on fire: flames dancing over a wide area, a tall column of black smoke leaning in the wind, rising embers and a flickering orange light.
Three glowing tracer rounds streaking away down range in quick succession (a burst of fire). Plays along +Z from the muzzle.
A bullet glancing off a hard surface: a tight spray of sparks, a glint and a streak whining off at an angle, a puff of grit.
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No. The Godot 4 project and the GameMaker project work on their own; Room 3D is where the effects were made, and you can open and change them there.
Yes. All three draw the particles with the same maths, worked out on the GPU from the time alone, so an effect plays the same way everywhere.
Most effects use 10 to 150 particles and 2 to 5 draw calls; the documents list each effect's numbers. A 256-pixel lite texture set is included for low-end devices.
No. Every texture and flipbook is drawn by code from noise, shapes and gradients, and every effect is set up by hand.
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