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Particles2D Properties

The Particles2D 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 propertyCustomMultiplayer

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

(Inherited from Node.)
Public propertyDrawOrder
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

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.

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 propertyGlobalPosition

Global position.

(Inherited from Node2D.)
Public propertyGlobalRotation

Global rotation in radians.

(Inherited from Node2D.)
Public propertyGlobalRotationDegrees

Global rotation in degrees.

(Inherited from Node2D.)
Public propertyGlobalScale

Global scale.

(Inherited from Node2D.)
Public propertyGlobalTransform

Global Transform2D.

(Inherited from Node2D.)
Public propertyLifetime

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

Public propertyLightMask

The rendering layers in which this CanvasItem responds to Light2D nodes.

(Inherited from CanvasItem.)
Public propertyLocalCoords

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

Public propertyMaterial

The material applied to textures on this CanvasItem.

(Inherited from CanvasItem.)
Public propertyModulate

The color applied to textures on this CanvasItem.

(Inherited from CanvasItem.)
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 propertyNormalMap

Normal map to be used for the Texture property.

Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See this page for a comparison of normal map coordinates expected by popular engines.

Public propertyOneShot

If true, only one emission cycle occurs. If set true during a cycle, emission will stop at the cycle's end.

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 propertyPosition

Position, relative to the node's parent.

(Inherited from Node2D.)
Public propertyPreprocess

Particle system starts as if it had already run for this many seconds.

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 lifetime randomness ratio.

Public propertyRotation

Rotation in radians, relative to the node's parent.

(Inherited from Node2D.)
Public propertyRotationDegrees

Rotation in degrees, relative to the node's parent.

(Inherited from Node2D.)
Public propertyScale

The node's scale. Unscaled value: (1, 1).

(Inherited from Node2D.)
Public propertySelfModulate

The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.

(Inherited from CanvasItem.)
Public propertyShowBehindParent

If true, the object draws behind its parent.

(Inherited from CanvasItem.)
Public propertyShowOnTop

If true, the object draws on top of its parent.

(Inherited from CanvasItem.)
Public propertySpeedScale

Particle system's running speed scaling ratio. A value of 0 can be used to pause the particles.

Public propertyTexture

Particle texture. If null, particles will be squares.

Public propertyTransform (Inherited from Node2D.)
Public propertyUseParentMaterial

If true, the parent CanvasItem's Material property is used as this one's material.

(Inherited from CanvasItem.)
Public propertyVisibilityRect

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.

Public propertyVisible

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

Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*() functions instead.

(Inherited from CanvasItem.)
Public propertyZAsRelative

If true, the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.

(Inherited from Node2D.)
Public propertyZIndex

Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.

(Inherited from Node2D.)
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