A 2D particle emitter.
2D particle node used to create a variety of particle systems and effects. [GPUParticles2D] features an emitter that generates some number of particles at a given rate. Use the [member process_material] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. 2D particles can optionally collide with [LightOccluder2D], but they don't collide with [PhysicsBody2D] nodes.
$DOCS_URL/tutorials/2d/particle_systems_2d.html https://godotengine.org/asset-library/asset/118 https://godotengine.org/asset-library/asset/515
Returns a rectangle containing the positions of all existing particles. [b]Note:[/b] When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
Sets this node's properties to match a given [CPUParticles2D] node.
Emits a single particle. Whether [param xform], [param velocity], [param color] and [param custom] are applied depends on the value of [param flags]. See [enum EmitFlags].
Restarts all the existing particles.
- Number of particles emitted in one emission cycle.
- Multiplier for particle's collision radius. [code]1.0[/code] corresponds to the size of the sprite.
- Particle draw order. Uses [enum DrawOrder] values.
- If [code]true[/code], particles are being emitted. [member emitting] can be used to start and stop particles from emitting. However, if [member one_shot] is [code]true[/code] setting [member emitting] to [code]true[/code] will not restart the emission cycle until after all active particles finish processing. You can use the [signal finished] signal to be notified once all active particles finish processing.
- How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins.
- The particle system's frame rate is fixed to a value. For example, 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.
- If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
- Enables particle interpolation, which makes the particle movement smoother when their [member fixed_fps] is lower than the screen refresh rate.
- Amount of time each particle will exist.
- If [code]true[/code], particles use the parent node's coordinate space (known as local coordinates). This will cause particles to move and rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated. If [code]false[/code], particles use global coordinates; they will not move or rotate along the [GPUParticles2D] node (and its parents) when it is moved or rotated.
- If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end.
- Particle system starts as if it had already run for this many seconds.
- [Material] for processing particles. Can be a [ParticleProcessMaterial] or a [ShaderMaterial].
- Emission lifetime randomness ratio.
- Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles.
- The [NodePath] to the [GPUParticles2D] used for sub-emissions.
- Particle texture. If [code]null[/code], particles will be squares.
- If [code]true[/code], enables particle trails using a mesh skinning system. [b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and subdivisions is set with the [member trail_sections] and [member trail_section_subdivisions] properties.
- The amount of time the particle's trail should represent (in seconds). Only effective if [member trail_enabled] is [code]true[/code].
- The number of subdivisions to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_sections]. Only effective if [member trail_enabled] is [code]true[/code].
- The number of sections to use for the particle trail rendering. Higher values can result in smoother trail curves, at the cost of performance due to increased mesh complexity. See also [member trail_section_subdivisions]. Only effective if [member trail_enabled] is [code]true[/code].
- 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 [Rect2] can be grown via code or with the [b]Particles → Generate Visibility Rect[/b] editor tool.
Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted. [b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
Particles are drawn in the order emitted.
Particles are drawn in order of remaining lifetime.
Particle starts at the specified position.
Particle starts with specified rotation and scale.
Particle starts with the specified velocity vector, which defines the emission direction and speed.
Particle starts with specified color.
Particle starts with specified [code]CUSTOM[/code] data.