/Godot 3.2


Inherits: Node2D < CanvasItem < Node < Object

2D particle emitter.


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.



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 )


Rect2 capture_rect ( ) const
void restart ( )


enum 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

Default 8
Setter set_amount(value)
Getter get_amount()

Number of particles emitted in one emission cycle.

DrawOrder draw_order

Default 0
Setter set_draw_order(value)
Getter get_draw_order()

Particle draw order. Uses DrawOrder values.

bool emitting

Default true
Setter set_emitting(value)
Getter is_emitting()

If true, particles are being emitted.

float 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.

int fixed_fps

Default 0
Setter set_fixed_fps(value)
Getter 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

Default true
Setter set_fractional_delta(value)
Getter get_fractional_delta()

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

float lifetime

Default 1.0
Setter set_lifetime(value)
Getter get_lifetime()

Amount of time each particle will exist.

bool local_coords

Default true
Setter 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.

Texture normal_map

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 this page for a comparison of normal map coordinates expected by popular engines.

bool one_shot

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.

float preprocess

Default 0.0
Setter set_pre_process_time(value)
Getter get_pre_process_time()

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

Material process_material

Setter set_process_material(value)
Getter get_process_material()

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

float randomness

Default 0.0
Setter set_randomness_ratio(value)
Getter get_randomness_ratio()

Emission lifetime randomness ratio.

float 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.

Texture texture

Setter set_texture(value)
Getter get_texture()

Particle texture. If null, particles will be squares.

Rect2 visibility_rect

Default Rect2( -100, -100, 200, 200 )
Setter set_visibility_rect(value)
Getter get_visibility_rect()

Editor visibility helper.

Method Descriptions

Rect2 capture_rect ( ) const

Returns a rectangle containing the positions of all existing particles.

void restart ( )

Restarts all the existing particles.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.