Quick answer: Turn Emitting on, assign a ParticleProcessMaterial and a texture, set a non-zero amount and lifetime, and check the draw order and position.
A particle node that draws nothing is missing one of a few required pieces. Godot will not warn you. Here is the checklist that finds it.
How to fix it
1. Enable emitting and set amount
Emitting must be on, and Amount must be greater than zero. A node with emitting off or zero particles renders nothing even though it is in the scene.
2. Assign a process material and texture
GPUParticles needs a ParticleProcessMaterial to define motion and a texture (or a mesh) to draw. Without a material the particles have no behaviour; without a texture they may be invisible.
3. Check lifetime, scale, and position
A zero lifetime or zero scale produces nothing visible. Make sure particles live long enough and are large enough, and that the emitter is on-screen and not drawn behind an opaque layer.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.