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GPUParticles2D
Inherits: Node2D < CanvasItem < Node < Object
2D particle emitter.
Description
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 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 nodes (note: they don’t collide with PhysicsBody2D nodes).
Tutorials
Properties
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Methods
capture_rect ( ) const | |
void | emit_particle ( Transform2D xform, Vector2 velocity, Color color, Color custom, int flags ) |
void | restart ( ) |
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.
DrawOrder DRAW_ORDER_REVERSE_LIFETIME = 2
enum EmitFlags:
EmitFlags EMIT_FLAG_POSITION = 1
Particle starts at the specified position.
EmitFlags EMIT_FLAG_ROTATION_SCALE = 2
Particle starts with specified rotation and scale.
EmitFlags EMIT_FLAG_VELOCITY = 4
Particle starts with the specified velocity vector, which defines the emission direction and speed.
EmitFlags EMIT_FLAG_COLOR = 8
Particle starts with specified color.
EmitFlags EMIT_FLAG_CUSTOM = 16
Particle starts with specified CUSTOM
data.
Property Descriptions
int amount = 8
Number of particles emitted in one emission cycle.
float collision_base_size = 1.0
Multiplier for particle’s collision radius. 1.0
corresponds to the size of the sprite.
DrawOrder draw_order = 1
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 = 30
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.
bool fract_delta = true
If true
, results in fractional delta calculation which has a smoother particles display effect.
bool interpolate = true
Enables particle interpolation, which makes the particle movement smoother when their fixed_fps is lower than the screen refresh rate.
float lifetime = 1.0
Amount of time each particle will exist.
bool local_coords = false
If true
, 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 false
, particles use global coordinates; they will not move or rotate along the GPUParticles2D node (and its parents) when it is moved or rotated.
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 ParticleProcessMaterial 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.
NodePath sub_emitter = NodePath("")
The NodePath to the GPUParticles2D used for sub-emissions.
Texture2D texture
Particle texture. If null
, particles will be squares.
bool trail_enabled = false
If true
, enables particle trails using a mesh skinning system.
Note: Unlike GPUParticles3D, the number of trail sections and subdivisions is set with the trail_sections and trail_section_subdivisions properties.
float trail_lifetime = 0.3
The amount of time the particle’s trail should represent (in seconds). Only effective if trail_enabled is true
.
int trail_section_subdivisions = 4
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 trail_sections. Only effective if trail_enabled is true
.
int trail_sections = 8
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 trail_section_subdivisions. Only effective if trail_enabled is true
.
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.
void emit_particle ( Transform2D xform, Vector2 velocity, Color color, Color custom, int flags )
Emits a single particle. Whether xform
, velocity
, color
and custom
are applied depends on the value of flags
. See EmitFlags.
void restart ( )
Restarts all the existing particles.