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

int

amount

8

DrawOrder

draw_order

0

bool

emitting

true

float

explosiveness

0.0

int

fixed_fps

0

bool

fract_delta

true

float

lifetime

1.0

bool

local_coords

true

Texture

normal_map

bool

one_shot

false

float

preprocess

0.0

Material

process_material

float

randomness

0.0

float

speed_scale

1.0

Texture

texture

Rect2

visibility_rect

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

Methods

Rect2

capture_rect ( ) const

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

  • void set_amount ( int value )

  • int get_amount ( )

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

  • void set_emitting ( bool value )

  • bool is_emitting ( )

If true, particles are being emitted.


float explosiveness = 0.0

  • void set_explosiveness_ratio ( float value )

  • float 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.


int fixed_fps = 0

  • void set_fixed_fps ( int value )

  • int get_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

  • void set_fractional_delta ( bool value )

  • bool get_fractional_delta ( )

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


float lifetime = 1.0

  • void set_lifetime ( float value )

  • float get_lifetime ( )

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


bool local_coords = true

  • void set_use_local_coordinates ( bool value )

  • bool get_use_local_coordinates ( )

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

  • void set_one_shot ( bool value )

  • bool get_one_shot ( )

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

  • void set_pre_process_time ( float value )

  • float get_pre_process_time ( )

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


Material process_material

  • void set_process_material ( Material value )

  • Material get_process_material ( )

Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial.


float randomness = 0.0

  • void set_randomness_ratio ( float value )

  • float get_randomness_ratio ( )

Emission lifetime randomness ratio.


float speed_scale = 1.0

  • void set_speed_scale ( float value )

  • float get_speed_scale ( )

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 )

  • void set_visibility_rect ( Rect2 value )

  • Rect2 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 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.