Particles Properties |
The Particles type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
Amount | ||
CastShadow | The selected shadow casting flag. See GeometryInstanceShadowCastingSetting for possible values. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DrawOrder | Particle draw order. Uses ParticlesDrawOrderEnum values. | |
DrawPass1 | Mesh that is drawn for the first draw pass. | |
DrawPass2 | Mesh that is drawn for the second draw pass. | |
DrawPass3 | Mesh that is drawn for the third draw pass. | |
DrawPass4 | Mesh that is drawn for the fourth draw pass. | |
DrawPasses | The number of draw passes when rendering particles. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Emitting | If true, particles are being emitted. | |
Explosiveness | Time ratio between each emission. If 0, particles are emitted continuously. If 1, all particles are emitted simultaneously. | |
ExtraCullMargin | The extra distance added to the GeometryInstance's bounding box (AABB) to increase its cull box. | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
FixedFps | 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. | |
FractDelta | If true, results in fractional delta calculation which has a smoother particles display effect. | |
GenerateLightmap | 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. | |
Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. | |
GlobalTransform | World space (global) Transform of this node. | |
Layers | 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. | |
Lifetime | The amount of time each particle will exist (in seconds). | |
LightmapScale | Scale factor for the generated baked lightmap. Useful for adding detail to certain mesh instances. | |
LocalCoords | If true, particles use the parent node's coordinate space. If false, they use global coordinates. | |
LodMaxDistance | The GeometryInstance's max LOD distance. Note: This property currently has no effect. | |
LodMaxHysteresis | The GeometryInstance's max LOD margin. Note: This property currently has no effect. | |
LodMinDistance | The GeometryInstance's min LOD distance. Note: This property currently has no effect. | |
LodMinHysteresis | The GeometryInstance's min LOD margin. Note: This property currently has no effect. | |
MaterialOverride | 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. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | 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. | |
NativeInstance | (Inherited from Object.) | |
OneShot | If true, only amount particles will be emitted. | |
Owner | 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. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
Preprocess | Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. | |
ProcessMaterial | Material for processing particles. Can be a ParticlesMaterial or a ShaderMaterial. | |
ProcessPriority | 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. | |
Randomness | Emission randomness ratio. | |
Rotation | 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. | |
RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). | |
Scale | Scale part of the local transformation. | |
SpeedScale | Speed scaling ratio. A value of 0 can be used to pause the particles. | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
UseInBakedLight | If true, this GeometryInstance will be used when baking lights using a GIProbe or BakedLightmap. | |
VisibilityAabb | 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. | |
Visible | 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). |