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Particles Properties

The Particles type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAmount

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.

Public propertyCastShadow (Inherited from GeometryInstance.)
Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDrawOrder
Public propertyDrawPass1

Mesh that is drawn for the first draw pass.

Public propertyDrawPass2

Mesh that is drawn for the second draw pass.

Public propertyDrawPass3

Mesh that is drawn for the third draw pass.

Public propertyDrawPass4

Mesh that is drawn for the fourth draw pass.

Public propertyDrawPasses

The number of draw passes when rendering particles.

Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyEmitting

If true, particles are being emitted.

Public propertyExplosiveness

Time ratio between each emission. If 0, particles are emitted continuously. If 1, all particles are emitted simultaneously.

Public propertyExtraCullMargin

The extra distance added to the GeometryInstance's bounding box (AABB) to increase its cull box.

(Inherited from GeometryInstance.)
Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyFixedFps

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.

Public propertyFractDelta

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

Public propertyGenerateLightmap

When disabled, the mesh will be taken into account when computing indirect lighting, but the resulting lightmap will not be saved. Useful for emissive only materials or shadow casters.

(Inherited from GeometryInstance.)
Public propertyGizmo

The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor.

(Inherited from Spatial.)
Public propertyGlobalTransform

World space (global) Transform of this node.

(Inherited from Spatial.)
Public propertyLayers

The render layer(s) this VisualInstance is drawn on.

This object will only be visible for Cameras whose cull mask includes the render object this VisualInstance is set to.

(Inherited from VisualInstance.)
Public propertyLifetime

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

Public propertyLightmapScale

Scale factor for the generated baked lightmap. Useful for adding detail to certain mesh instances.

(Inherited from GeometryInstance.)
Public propertyLocalCoords

If true, particles use the parent node's coordinate space. If false, they use global coordinates.

Public propertyLodMaxDistance

The GeometryInstance's max LOD distance.

Note: This property currently has no effect.

(Inherited from GeometryInstance.)
Public propertyLodMaxHysteresis

The GeometryInstance's max LOD margin.

Note: This property currently has no effect.

(Inherited from GeometryInstance.)
Public propertyLodMinDistance

The GeometryInstance's min LOD distance.

Note: This property currently has no effect.

(Inherited from GeometryInstance.)
Public propertyLodMinHysteresis

The GeometryInstance's min LOD margin.

Note: This property currently has no effect.

(Inherited from GeometryInstance.)
Public propertyMaterialOverride

The material override for the whole geometry.

If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.

(Inherited from GeometryInstance.)
Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyOneShot

If true, only amount particles will be emitted.

Public propertyOwner

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

(Inherited from Node.)
Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyPreprocess

Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.

Public propertyProcessMaterial

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

Public propertyProcessPriority

The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

(Inherited from Node.)
Public propertyRandomness

Emission randomness ratio.

Public propertyRotation

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.

(Inherited from Spatial.)
Public propertyRotationDegrees

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

(Inherited from Spatial.)
Public propertyScale

Scale part of the local transformation.

(Inherited from Spatial.)
Public propertySpeedScale

Speed scaling ratio. A value of 0 can be used to pause the particles.

Public propertyTransform

Local space Transform of this node, with respect to the parent node.

(Inherited from Spatial.)
Public propertyTranslation

Local translation of this node.

(Inherited from Spatial.)
Public propertyUseInBakedLight

If true, this GeometryInstance will be used when baking lights using a GIProbe or BakedLightmap.

(Inherited from GeometryInstance.)
Public propertyVisibilityAabb

The AABB that determines the node's region which needs to be visible on screen for the particle system to be active.

Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The AABB can be grown via code or with the Particles → Generate AABB editor tool.

Note: If the ParticlesMaterial in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.

Public propertyVisible

If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true).

(Inherited from Spatial.)
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