GPUParticles2D
Inherits: Node2D < CanvasItem < Node < Object
A 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, but they don’t collide with PhysicsBody2D nodes.
Tutorials
Properties
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
|
Methods
capture_rect() const | |
void | convert_from_particles(particles: Node) |
void | emit_particle(xform: Transform2D, velocity: Vector2, color: Color, custom: Color, flags: int) |
void | restart() |
Signals
finished() 🔗
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call restart.
Never emitted when one_shot is disabled, as particles will be emitted and processed continuously.
Note: For one_shot emitters, due to the particles being computed on the GPU, there may be a short period after receiving the signal during which setting emitting to true
will not restart the emission cycle. This delay is avoided by instead calling 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. In other words, the particle with the highest lifetime is drawn at the front.
DrawOrder DRAW_ORDER_REVERSE_LIFETIME = 2
Particles are drawn in reverse order of remaining lifetime. In other words, the particle with the lowest lifetime is drawn at the front.
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
The number of particles to emit in one emission cycle. The effective emission rate is (amount * amount_ratio) / lifetime
particles per second. Higher values will increase GPU requirements, even if not all particles are visible at a given time or if amount_ratio is decreased.
Note: Changing this value will cause the particle system to restart. To avoid this, change amount_ratio instead.
The ratio of particles that should actually be emitted. If set to a value lower than 1.0
, this will set the amount of emitted particles throughout the lifetime to amount * amount_ratio
. Unlike changing amount, changing amount_ratio while emitting does not affect already-emitted particles and doesn’t cause the particle system to restart. amount_ratio can be used to create effects that make the number of emitted particles vary over time.
Note: Reducing the amount_ratio has no performance benefit, since resources need to be allocated and processed for the total amount of particles regardless of the amount_ratio. If you don’t intend to change the number of particles emitted while the particles are emitting, make sure amount_ratio is set to 1
and change amount to your liking instead.
float collision_base_size = 1.0
🔗
Multiplier for particle’s collision radius. 1.0
corresponds to the size of the sprite. If particles appear to sink into the ground when colliding, increase this value. If particles appear to float when colliding, decrease this value. Only effective if ParticleProcessMaterial.collision_mode is ParticleProcessMaterial.COLLISION_RIGID or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT.
Note: Particles always have a spherical collision shape.
Particle draw order. Uses DrawOrder values.
If true
, particles are being emitted. emitting can be used to start and stop particles from emitting. However, if one_shot is true
setting emitting to true
will not restart the emission cycle unless all active particles have finished processing. Use the finished signal to be notified once all active particles finish processing.
Note: For one_shot emitters, due to the particles being computed on the GPU, there may be a short period after receiving the finished signal during which setting this to true
will not restart the emission cycle.
Tip: If your one_shot emitter needs to immediately restart emitting particles once finished signal is received, consider calling restart instead of setting emitting.
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.
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 true
, results in fractional delta calculation which has a smoother particles display effect.
Causes all the particles in this node to interpolate towards the end of their lifetime.
Note: This only works when used with a ParticleProcessMaterial. It needs to be manually implemented for custom process shaders.
Enables particle interpolation, which makes the particle movement smoother when their fixed_fps is lower than the screen refresh rate.
The amount of time each particle will exist (in seconds). The effective emission rate is (amount * amount_ratio) / lifetime
particles per second.
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.
If true
, only one emission cycle occurs. If set true
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 0
can be used to pause the particles.
NodePath sub_emitter = NodePath("")
🔗
Path to another GPUParticles2D node that will be used as a subemitter (see ParticleProcessMaterial.sub_emitter_mode). Subemitters can be used to achieve effects such as fireworks, sparks on collision, bubbles popping into water drops, and more.
Note: When sub_emitter is set, the target GPUParticles2D node will no longer emit particles on its own.
Particle texture. If null
, particles will be squares with a size of 1×1 pixels.
Note: To use a flipbook texture, assign a new CanvasItemMaterial to the GPUParticles2D‘s CanvasItem.material property, then enable CanvasItemMaterial.particles_animation and set CanvasItemMaterial.particles_anim_h_frames, CanvasItemMaterial.particles_anim_v_frames, and CanvasItemMaterial.particles_anim_loop to match the flipbook texture.
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.
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
.
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
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 convert_from_particles(particles: Node) 🔗
Sets this node’s properties to match a given CPUParticles2D node.
void emit_particle(xform: Transform2D, velocity: Vector2, color: Color, custom: Color, flags: int) 🔗
Emits a single particle. Whether xform
, velocity
, color
and custom
are applied depends on the value of flags
. See EmitFlags.
The default ParticleProcessMaterial will overwrite color
and use the contents of custom
as (rotation, age, animation, lifetime)
.
void restart() 🔗
Restarts the particle emission cycle, clearing existing particles. To avoid particles vanishing from the viewport, wait for the finished signal before calling.
Note: The finished signal is only emitted by one_shot emitters.
User-contributed notes
Please read the User-contributed notes policy before submitting a comment.