Class GPUParticles2D
A 2D particle emitter.
- Inheritance
-
GPUParticles2D
Remarks
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.
See Also
Properties
amount
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.
var amount : int = 8
Property Value
Remarks
amount_ratio
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.
var amount_ratio : float = 1.0
Property Value
Remarks
collision_base_size
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 collision_mode is ParticleProcessMaterial.COLLISION_RIGID or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT.
Note: Particles always have a spherical collision shape.
var collision_base_size : float = 1.0
Property Value
Remarks
draw_order
Particle draw order. Uses DrawOrder values.
var draw_order : int = 1
Property Value
Remarks
emitting
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 GPUParticles2D.restart instead of setting emitting.
var emitting : bool = true
Property Value
Remarks
explosiveness
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.
var explosiveness : float = 0.0
Property Value
Remarks
fixed_fps
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.
var fixed_fps : int = 30
Property Value
Remarks
fract_delta
If true
, results in fractional delta calculation which has a smoother particles display effect.
var fract_delta : bool = true
Property Value
Remarks
interp_to_end
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.
var interp_to_end : float = 0.0
Property Value
Remarks
interpolate
Enables particle interpolation, which makes the particle movement smoother when their fixed_fps is lower than the screen refresh rate.
var interpolate : bool = true
Property Value
Remarks
lifetime
The amount of time each particle will exist (in seconds). The effective emission rate is (amount * amount_ratio) / lifetime
particles per second.
var lifetime : float = 1.0
Property Value
Remarks
local_coords
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.
var local_coords : bool = false
Property Value
Remarks
one_shot
If true
, only one emission cycle occurs. If set true
during a cycle, emission will stop at the cycle's end.
var one_shot : bool = false
Property Value
Remarks
preprocess
Particle system starts as if it had already run for this many seconds.
Note: This can be very expensive if set to a high number as it requires running the particle shader a number of times equal to the fixed_fps (or 30, if fixed_fps is 0) for every second. In extreme cases it can even lead to a GPU crash due to the volume of work done in a single frame.
var preprocess : float = 0.0
Property Value
Remarks
process_material
Material for processing particles. Can be a ParticleProcessMaterial or a ShaderMaterial.
var process_material : Material
Property Value
Remarks
randomness
Emission lifetime randomness ratio.
var randomness : float = 0.0
Property Value
Remarks
seed
Sets the random seed used by the particle system. Only effective if use_fixed_seed is true
.
var seed : int = 0
Property Value
Remarks
speed_scale
Particle system's running speed scaling ratio. A value of 0
can be used to pause the particles.
var speed_scale : float = 1.0
Property Value
Remarks
sub_emitter
Path to another GPUParticles2D node that will be used as a subemitter (see 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.
var sub_emitter : NodePath = NodePath("")
Property Value
Remarks
texture
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 material property, then enable particles_animation and set particles_anim_h_frames, particles_anim_v_frames, and particles_anim_loop to match the flipbook texture.
var texture : Texture2D
Property Value
Remarks
trail_enabled
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.
var trail_enabled : bool = false
Property Value
Remarks
trail_lifetime
The amount of time the particle's trail should represent (in seconds). Only effective if trail_enabled is true
.
var trail_lifetime : float = 0.3
Property Value
Remarks
trail_section_subdivisions
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
.
var trail_section_subdivisions : int = 4
Property Value
Remarks
trail_sections
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
.
var trail_sections : int = 8
Property Value
Remarks
use_fixed_seed
If true
, particles will use the same seed for every simulation using the seed defined in seed. This is useful for situations where the visual outcome should be consistent across replays, for example when using Movie Maker mode.
var use_fixed_seed : bool = false
Property Value
Remarks
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.
var visibility_rect : Rect2 = Rect2(-100, -100, 200, 200)
Property Value
Remarks
Methods
capture_rect
Qualifiers: 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.
Rect2 capture_rect
convert_from_particles(Node)
Sets this node's properties to match a given CPUParticles2D node.
void convert_from_particles(Node particles)
Parameters
particles
Node
emit_particle(Transform2D, Vector2, Color, Color, 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)
.
Note: GPUParticles2D.emit_particle is only supported on the Forward+ and Mobile rendering methods, not Compatibility.
void emit_particle(Transform2D xform, Vector2 velocity, Color color, Color custom, int flags)
Parameters
xform
Transform2Dvelocity
Vector2color
Colorcustom
Colorflags
int
request_particles_process(float)
Requests the particles to process for extra process time during a single frame.
Useful for particle playback, if used in combination with use_fixed_seed or by calling GPUParticles2D.restart with parameter keep_seed
set to true
.
void request_particles_process(float process_time)
Parameters
process_time
float
restart(bool)
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.
If keep_seed
is true
, the current random seed will be preserved. Useful for seeking and playback.
void restart(bool keep_seed)
Parameters
keep_seed
bool
Events
finished
Emitted when all active particles have finished processing. To immediately restart the emission cycle, call GPUParticles2D.restart.
This signal is 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 GPUParticles2D.restart.
signal finished