Particles2D

    GPU-based 2D particle emitter.

    2D particle node used to create a variety of particle systems and effects. features an emitter that generates some number of particles at a given rate.

    Use the process_material property to add a to configure particle appearance and behavior. Alternatively, you can add a ShaderMaterial which will be applied to all particles.

    Note: Particles2D only work when using the GLES3 renderer. If using the GLES2 renderer, use instead. You can convert Particles2D to CPUParticles2D by selecting the node, clicking the Particles menu at the top of the 2D editor viewport then choosing Convert to CPUParticles2D.

    Note: After working on a Particles node, remember to update its by selecting it, clicking the Particles menu at the top of the 2D editor viewport then choose Generate Visibility Rect. Otherwise, particles may suddenly disappear depending on the camera position and angle.

    Tutorials

    Methods

    Rect2 ( ) const
    voidrestart ( )

    enum DrawOrder:

    • DRAW_ORDER_LIFETIME = 1 —- Particles are drawn in order of remaining lifetime.

    Property Descriptions

    • amount
    Default8
    Setterset_amount(value)
    Getterget_amount()

    The number of particles emitted in one emission cycle (corresponding to the lifetime).

    Note: Changing will reset the particle emission, therefore removing all particles that were already emitted before changing amount.


    • draw_order
    Default0
    Setterset_draw_order(value)
    Getterget_draw_order()

    Defaulttrue
    Setterset_emitting(value)
    Getteris_emitting()

    If true, particles are being emitted.


    • explosiveness
    Default0.0
    Setterset_explosiveness_ratio(value)
    Getterget_explosiveness_ratio()

    How rapidly particles in an emission cycle are emitted. If greater than 0, there will be a gap in emissions before the next cycle begins.


    The particle system’s frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.


    • fract_delta
    Defaulttrue
    Setterset_fractional_delta(value)
    Getterget_fractional_delta()

    If true, results in fractional delta calculation which has a smoother particles display effect.


    Default
    Setterset_lifetime(value)
    Getterget_lifetime()

    The amount of time each particle will exist (in seconds).


    • local_coords
    Defaulttrue
    Setterset_use_local_coordinates(value)
    Getterget_use_local_coordinates()

    If true, particles use the parent node’s coordinate space. If false, they use global coordinates.


    Setterset_normal_map(value)
    Getterget_normal_map()

    Normal map to be used for the texture property.

    Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See for a comparison of normal map coordinates expected by popular engines.


    Defaultfalse
    Setterset_one_shot(value)
    Getterget_one_shot()

    • preprocess

    Particle system starts as if it had already run for this many seconds.


    Setterset_process_material(value)
    Getterget_process_material()

    for processing particles. Can be a ParticlesMaterial or a .


    Default0.0
    Setterset_randomness_ratio(value)
    Getterget_randomness_ratio()

    Emission lifetime randomness ratio.


    • speed_scale
    Default1.0
    Setterset_speed_scale(value)
    Getterget_speed_scale()

    Particle system’s running speed scaling ratio. A value of 0 can be used to pause the particles.


    Setterset_texture(value)
    Getterget_texture()

    Particle texture. If null, particles will be squares.


    • visibility_rect
    DefaultRect2( -100, -100, 200, 200 )
    Setterset_visibility_rect(value)
    Getterget_visibility_rect()

    Editor visibility helper.

    • Rect2 capture_rect ( ) const

    Returns a rectangle containing the positions of all existing particles.


    • void restart ( )

    Restarts all the existing particles.