Particles2D¶
Inherits: Node2D < CanvasItem < Node < Object
GPU-based 2D particle emitter.
Description¶
2D particle node used to create a variety of particle systems and effects. Particles2D features an emitter that generates some number of particles at a given rate.
Use the 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¶
Properties¶
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Methods¶
capture_rect ( ) const |
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void |
restart ( ) |
Signals¶
finished ( )
Emitted when all active particles have finished processing. When one_shot is disabled, particles will process continuously, so this is never emitted.
Note: Due to the particles being computed on the GPU there might be a delay before the signal gets emitted.
Enumerations¶
enum DrawOrder:
DrawOrder DRAW_ORDER_INDEX = 0
Particles are drawn in the order emitted.
DrawOrder DRAW_ORDER_LIFETIME = 1
Particles are drawn in order of remaining lifetime.
Property Descriptions¶
int amount = 8
The number of particles emitted in one emission cycle (corresponding to the lifetime).
Note: Changing amount will reset the particle emission, therefore removing all particles that were already emitted before changing amount.
DrawOrder draw_order = 0
Particle draw order. Uses DrawOrder values.
bool emitting = true
If true
, particles are being emitted.
float explosiveness = 0.0
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.
int fixed_fps = 0
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
If true
, results in fractional delta calculation which has a smoother particles display effect.
float lifetime = 1.0
The amount of time each particle will exist (in seconds).
bool local_coords = true
If true
, particles use the parent node's coordinate space. If false
, they use global coordinates.
Texture normal_map
Normal map to be used for the texture property.
Note: Redot 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 = false
If true
, only one emission cycle occurs. If set true
during a cycle, emission will stop at the cycle's end.
float preprocess = 0.0
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 = 0.0
Emission lifetime randomness ratio.
float speed_scale = 1.0
Particle system's running speed scaling ratio. A value of 0
can be used to pause the particles.
Texture texture
Particle texture. If null
, particles will be squares.
Rect2 visibility_rect = Rect2( -100, -100, 200, 200 )
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 Particles → Generate Visibility Rect editor tool.
Method Descriptions¶
Rect2 capture_rect ( ) const
Returns a rectangle containing the positions of all existing particles.
Note: When using threaded rendering this method synchronizes the rendering thread. Calling it often may have a negative impact on performance.
void restart ( )
Restarts all the existing particles.