Laser Beam
A continuous 10 metre laser beam firing along +Z: a white-hot core, a red glow round it, flickering along its length, with a bright flare at the emitter.
Assets › 3D
Lasers, shields, teleporters and energy tech: 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: Laser Beam, Beam Impact, Laser Bolt, Plasma Bolt, Laser Impact, Plasma Impact, Energy Shield Dome, Force Field Wall and more.
A continuous 10 metre laser beam firing along +Z: a white-hot core, a red glow round it, flickering along its length, with a bright flare at the emitter.
Where a laser beam hits a surface: a fierce glowing spot, a constant spray of molten sparks and a curl of scorch smoke. Pair it with Laser Beam.
A red blaster bolt in flight: a long white-cored streak with a red glow and a faint fading trail. Put it on the moving bolt (it flies along +Z).
A ball of blue plasma in flight: a swirling bright core, crackling arcs and a glowing trail that breaks up behind it.
A blaster bolt hitting a wall or the floor: a red-white flash, a ring, a spray of glowing sparks and a puff of scorch smoke.
A plasma bolt bursting: a blue-white flash, a blooming ball of plasma, a ring, arcs crawling outward and cooling sparks.
A dome-shaped energy shield, 5 metres across: a faint blue shell brightest at its edge, hexagon cells lighting up across it and energy crawling over its surface. Sink its lower half into the ground.
A 3 by 2.5 metre force field across a doorway or corridor: a flickering grid of hexagons, energy streaming across it and glowing emitter posts at its sides.
A teleporter pad's beam: a soft column of light, sparkles streaming up through it, a turning ring of light on the pad and a pulsing glow.
A ship, a soldier or a robot warping in: streaks of light converging, a dot ring closing in, then a blinding flash with a wide lens streak and a ring snapping out.
A rocket or jet thruster firing along +Z: a white-blue core, a longer orange-violet plume, shock diamonds, a hot glow at the nozzle and a roaring light.
A fast craft's trail: a hot engine glow and a long white vapour trail left hanging in the air, spreading and fading. Put it on the moving craft.
Electricity arcing wildly round a damaged generator or a tesla coil, about a metre and a half across: forked arcs snapping, sparks spitting and a stuttering blue light.
A flickering holographic display hovering over a projector: a scan-lined cyan panel, glitch bars jumping across it, a cone of light from below and drifting pixels.
An electromagnetic pulse going off: a blue flash, a crisp ring racing out across the ground, a shimmering wave in the air and arcs crackling outward.
A body scanner sweeping a character: crisp rings of light rising from the floor, one after another, with a faint glow on the pad.
A reactor or power core humming with energy: a pulsing white-blue core, layered glows, motes orbiting it and the odd arc leaping out.
A green tractor beam shining down from 5 metres up: a cone of light, rings travelling up it, and debris and motes being lifted.
A damaged robot or machine shorting out: bursts of sparks every second or so, a crackling arc, a stutter of light and a thin trail of dark smoke.
A sci-fi warp gate: a fast white-blue vortex, streaks of light pulled into its centre, an energy rim crackling with arcs and a pulsing glow. It always faces the camera.
A blast of pure energy (an overloaded core, a plasma grenade): a violet-white flash, blooming plasma, a shock ring on the ground, a wave in the air, arcs and sparks.
A weapon or device charging: streaks of energy drawn into a point, a bright core swelling and pulsing, and rings tightening round it. Stop it when the shot fires.
A shot striking an energy shield: a bright flash, a ripple of hexagon cells spreading out from the hit across the shield's surface (along X and Y: face +Z out), and sparks.
Streams of glowing data bits rising from a terminal, a server rack or a cyber-space floor: glitchy blocks and pixels flowing up in columns.
A swarm of repair nanites working over a damaged robot or vehicle: glowing motes swirling round it, tiny welding flashes and small hexagon patches lighting up.
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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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