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: On macOS, Particles2D rendering is much slower than due to transform feedback being implemented on the CPU instead of the GPU. Consider using CPUParticles2D instead when targeting macOS.

    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.

    Note: Unlike CPUParticles2D, Particles2D currently ignore the texture region defined in s.

    Tutorials

    Methods

    capture_rect ( ) const

    ( )

    enum DrawOrder:

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

    Property Descriptions

    Default

    8

    Setter

    set_amount(value)

    Getter

    get_amount()

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

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


    Default

    0

    Setter

    set_draw_order(value)

    Getter

    get_draw_order()

    Particle draw order. Uses values.


    Default

    true

    Setter

    set_emitting(value)

    Getter

    is_emitting()

    If true, particles are being emitted.


    • explosiveness

    Default

    0.0

    Setter

    set_explosiveness_ratio(value)

    Getter

    get_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

    Default

    Setter

    set_fractional_delta(value)

    Getter

    get_fractional_delta()

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


    Default

    1.0

    Setter

    set_lifetime(value)

    Getter

    get_lifetime()

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


    • local_coords

    Default

    true

    set_use_local_coordinates(value)

    Getter

    get_use_local_coordinates()

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


    Setter

    set_normal_map(value)

    Getter

    get_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.


    Default

    false

    Setter

    set_one_shot(value)

    Getter

    get_one_shot()

    If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle’s end.


    • preprocess

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


    Setter

    set_process_material(value)

    Getter

    get_process_material()

    for processing particles. Can be a ParticlesMaterial or a .


    Default

    0.0

    Setter

    set_randomness_ratio(value)

    Getter

    get_randomness_ratio()

    Emission lifetime randomness ratio.


    • speed_scale

    Default

    1.0

    Setter

    set_speed_scale(value)

    Getter

    get_speed_scale()

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


    Setter

    set_texture(value)

    Getter

    get_texture()

    Particle texture. If , particles will be squares.


    • visibility_rect

    Default

    Rect2( -100, -100, 200, 200 )

    Setter

    set_visibility_rect(value)

    Getter

    get_visibility_rect()

    The Rect2 that determines the node’s region which needs to be visible on screen for the particle system to be active.

    Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The can be grown via code or with the Particles → Generate Visibility Rect editor tool.

    • capture_rect ( ) const

    • void restart ( )

    Restarts all the existing particles.