Particles2D
Inherits: Node2D < CanvasItem < Node < Object GPU-based 2D particle emitter.
Description
Particles2D features an emitter that generates some number of particles at a given rate.
process_material property to add a ParticlesMaterial 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 CPUParticles2D 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 CPUParticles2D 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 visibility_rect 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 AtlasTextures.
Tutorials
- Particle systems (2D)
- 2D Dodge The Creeps Demo
Properties
Methods
Enumerations
DrawOrder: - DRAW_ORDER_INDEX = 0 —- Particles are drawn in the order emitted.
- DRAW_ORDER_LIFETIME = 1 —- Particles are drawn in order of remaining lifetime.
Property Descriptions
- int amount lifetime). Note: Changing amount will reset the particle emission, therefore removing all particles that were already emitted before changing amount.
- DrawOrder draw_order DrawOrder values.
- bool emitting
true, particles are being emitted.
- float explosiveness
0, there will be a gap in emissions before the next cycle begins.
- int fixed_fps 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.
- bool fract_delta
true, results in fractional delta calculation which has a smoother particles display effect.
- float lifetime The amount of time each particle will exist (in seconds).
- bool local_coords
true, particles use the parent node’s coordinate space. Iffalse, they use global coordinates.
- Texture normal_map texture property. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.
- bool one_shot
true, only one emission cycle occurs. If settrueduring a cycle, emission will stop at the cycle’s end.
- float preprocess Particle system starts as if it had already run for this many seconds.
- Material process_material Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.
- float randomness Emission lifetime randomness ratio.
- float speed_scale
0can be used to pause the particles.
- Texture texture
null, particles will be squares.
- Rect2 visibility_rect
Rect2 that determines the node’s region which needs to be visible on screen for the particle system to be active.
Rect2 can be grown via code or with the Particles → Generate Visibility Rect editor tool.
Method Descriptions
- Rect2 capture_rect ( ) const Returns a rectangle containing the positions of all existing particles.
- restart ( ) Restarts all the existing particles.
