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ParticlesMaterial Class

ParticlesMaterial defines particle properties and behavior. It is used in the process_material of Particles and Particles2D emitter nodes.

Some of this material's properties are applied to each particle when emitted, while others can have a CurveTexture applied to vary values over the lifetime of the particle.

When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between 1.0 and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of 0.4 would scale the original property between 0.4-1.0 of its original value.

Inheritance Hierarchy

Namespace:  Godot
Assembly:  GodotSharp (in GodotSharp.dll) Version: 1.0.0
Syntax
C#
public class ParticlesMaterial : Material

The ParticlesMaterial type exposes the following members.

Constructors
  NameDescription
Public methodParticlesMaterial
Initializes a new instance of the ParticlesMaterial class
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Properties
  NameDescription
Public propertyAngle

Initial rotation applied to each particle, in degrees.

Only applied when FlagDisableZ or FlagRotateY are true or the SpatialMaterial being used to draw the particle is using .

Public propertyAngleCurve

Each particle's rotation will be animated along this CurveTexture.

Public propertyAngleRandom

Rotation randomness ratio.

Public propertyAngularVelocity

Initial angular velocity applied to each particle. Sets the speed of rotation of the particle.

Only applied when FlagDisableZ or FlagRotateY are true or the SpatialMaterial being used to draw the particle is using .

Public propertyAngularVelocityCurve

Each particle's angular velocity will vary along this CurveTexture.

Public propertyAngularVelocityRandom

Angular velocity randomness ratio.

Public propertyAnimOffset

Particle animation offset.

Public propertyAnimOffsetCurve

Each particle's animation offset will vary along this CurveTexture.

Public propertyAnimOffsetRandom

Animation offset randomness ratio.

Public propertyAnimSpeed

Particle animation speed.

Public propertyAnimSpeedCurve

Each particle's animation speed will vary along this CurveTexture.

Public propertyAnimSpeedRandom

Animation speed randomness ratio.

Public propertyColor

Each particle's initial color. If the Particles2D's texture is defined, it will be multiplied by this color. To have particle display color in a SpatialMaterial make sure to set VertexColorUseAsAlbedo to true.

Public propertyColorRamp

Each particle's color will vary along this GradientTexture.

Public propertyDamping

The rate at which particles lose velocity.

Public propertyDampingCurve

Damping will vary along this CurveTexture.

Public propertyDampingRandom

Damping randomness ratio.

Public propertyDirection

Unit vector specifying the particles' emission direction.

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

The box's extents if emission_shape is set to .

Public propertyEmissionColorTexture

Particle color will be modulated by color determined by sampling this texture at the same point as the EmissionPointTexture.

Public propertyEmissionNormalTexture

Particle velocity and rotation will be set by sampling this texture at the same point as the EmissionPointTexture. Used only in . Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.

Public propertyEmissionPointCount

The number of emission points if emission_shape is set to or .

Public propertyEmissionPointTexture

Particles will be emitted at positions determined by sampling this texture at a random position. Used with and . Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.

Public propertyEmissionShape

Particles will be emitted inside this region. Use ParticlesMaterialEmissionShapeEnum constants for values.

Public propertyEmissionSphereRadius

The sphere's radius if emission_shape is set to .

Public propertyFlagAlignY

Align Y axis of particle with the direction of its velocity.

Public propertyFlagDisableZ

If true, particles will not move on the z axis.

Public propertyFlagRotateY

If true, particles rotate around Y axis by Angle.

Public propertyFlatness

Amount of Spread in Y/Z plane. A value of 1 restricts particles to X/Z plane.

Public propertyGravity

Gravity applied to every particle.

Public propertyHueVariation

Initial hue variation applied to each particle.

Public propertyHueVariationCurve

Each particle's hue will vary along this CurveTexture.

Public propertyHueVariationRandom

Hue variation randomness ratio.

Public propertyInitialVelocity

Initial velocity magnitude for each particle. Direction comes from Spread and the node's orientation.

Public propertyInitialVelocityRandom

Initial velocity randomness ratio.

Public propertyLifetimeRandomness

Particle lifetime randomness ratio.

Public propertyLinearAccel

Linear acceleration applied to each particle in the direction of motion.

Public propertyLinearAccelCurve

Each particle's linear acceleration will vary along this CurveTexture.

Public propertyLinearAccelRandom

Linear acceleration randomness ratio.

Public propertyNativeInstance (Inherited from Object.)
Public propertyNextPass

Sets the Material to be used for the next pass. This renders the object again using a different material.

Note: only applies to SpatialMaterials and ShaderMaterials with type "Spatial".

(Inherited from Material.)
Public propertyOrbitVelocity

Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.

Only available when FlagDisableZ is true.

Public propertyOrbitVelocityCurve

Each particle's orbital velocity will vary along this CurveTexture.

Public propertyOrbitVelocityRandom

Orbital velocity randomness ratio.

Public propertyRadialAccel

Radial acceleration applied to each particle. Makes particle accelerate away from origin.

Public propertyRadialAccelCurve

Each particle's radial acceleration will vary along this CurveTexture.

Public propertyRadialAccelRandom

Radial acceleration randomness ratio.

Public propertyRenderPriority

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.

Note: this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

(Inherited from Material.)
Public propertyResourceLocalToScene

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

(Inherited from Resource.)
Public propertyResourceName

The name of the resource. This is an optional identifier. If ResourceName is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the ResourceName will be displayed as the tab name in the script editor.

(Inherited from Resource.)
Public propertyResourcePath

The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.

(Inherited from Resource.)
Public propertyScale

Initial scale applied to each particle.

Public propertyScaleCurve

Each particle's scale will vary along this CurveTexture.

Public propertyScaleRandom

Scale randomness ratio.

Public propertySpread

Each particle's initial direction range from +spread to -spread degrees. Applied to X/Z plane and Y/Z planes.

Public propertyTangentialAccel

Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.

Public propertyTangentialAccelCurve

Each particle's tangential acceleration will vary along this CurveTexture.

Public propertyTangentialAccelRandom

Tangential acceleration randomness ratio.

Public propertyTrailColorModifier

Trail particles' color will vary along this GradientTexture.

Public propertyTrailDivisor

Emitter will emit amount divided by trail_divisor particles. The remaining particles will be used as trail(s).

Public propertyTrailSizeModifier

Trail particles' size will vary along this CurveTexture.

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Methods
  NameDescription
Public method_Get

Virtual method which can be overridden to customize the return value of Get(String).

Returns the given property. Returns null if the property does not exist.

(Inherited from Object.)
Public method_GetPropertyList

Virtual method which can be overridden to customize the return value of GetPropertyList.

Returns the object's property list as an Array of dictionaries.

Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags).

(Inherited from Object.)
Public method_Notification

Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method.

(Inherited from Object.)
Public method_Set

Virtual method which can be overridden to customize the return value of Set(String, Object).

Sets a property. Returns true if the property exists.

(Inherited from Object.)
Public method_SetupLocalToScene

Virtual function which can be overridden to customize the behavior value of SetupLocalToScene.

(Inherited from Resource.)
Public methodAddUserSignal

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries.

(Inherited from Object.)
Public methodCall

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodCallDeferred

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodCallv

Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array.

callv("set", [ "position", Vector2(42.0, 0.0) ])

(Inherited from Object.)
Public methodCanTranslateMessages

Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String).

(Inherited from Object.)
Public methodConnect

Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants.

A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections.

If the target is destroyed in the game's lifecycle, the connection will be lost.

Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object):

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

(Inherited from Object.)
Public methodDisconnect

Disconnects a signal from a method on the given target.

If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists.

(Inherited from Object.)
Public methodDispose (Inherited from Object.)
Protected methodDispose(Boolean) (Inherited from Object.)
Public methodDuplicate

Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources.

Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.

(Inherited from Resource.)
Public methodEmitChanged

Emits the changed signal.

If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).

The method is equivalent to:

emit_signal("changed")

Note: This method is called automatically for built-in resources.

(Inherited from Resource.)
Public methodEmitSignal

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

(Inherited from Object.)
Public methodEquals (Inherited from Object.)
Protected methodFinalize (Inherited from Object.)
Public methodFree

Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame.

Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties.

(Inherited from Object.)
Public methodGet

Returns the Variant value of the given property. If the property doesn't exist, this will return null.

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodGetClass

Returns the object's class as a String.

(Inherited from Object.)
Public methodGetColor Obsolete.
Public methodGetColorRamp Obsolete.
Public methodGetDirection Obsolete.
Public methodGetEmissionBoxExtents Obsolete.
Public methodGetEmissionColorTexture Obsolete.
Public methodGetEmissionNormalTexture Obsolete.
Public methodGetEmissionPointCount Obsolete.
Public methodGetEmissionPointTexture Obsolete.
Public methodGetEmissionShape Obsolete.
Public methodGetEmissionSphereRadius Obsolete.
Public methodGetFlag Obsolete.

Returns true if the specified flag is enabled.

Public methodGetFlatness Obsolete.
Public methodGetGravity Obsolete.
Public methodGetHashCode (Inherited from Object.)
Public methodGetIncomingConnections

Returns an Array of dictionaries with information about signals that are connected to the object.

Each Dictionary contains three String entries:

- source is a reference to the signal emitter.

- signal_name is the name of the connected signal.

- method_name is the name of the method to which the signal is connected.

(Inherited from Object.)
Public methodGetIndexed

Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

(Inherited from Object.)
Public methodGetInstanceId

Returns the object's unique instance ID.

This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id.

(Inherited from Object.)
Public methodGetLifetimeRandomness Obsolete.
Public methodGetLocalScene

If ResourceLocalToScene is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns null.

(Inherited from Resource.)
Public methodGetMeta

Returns the object's metadata entry for the given name.

(Inherited from Object.)
Public methodGetMetaList

Returns the object's metadata as a String.

(Inherited from Object.)
Public methodGetMethodList

Returns the object's methods and their signatures as an Array.

(Inherited from Object.)
Public methodGetName Obsolete. (Inherited from Resource.)
Public methodGetNextPass Obsolete. (Inherited from Material.)
Public methodGetParam Obsolete.

Returns the value of the specified parameter.

Public methodGetParamRandomness Obsolete.

Returns the randomness ratio associated with the specified parameter.

Public methodGetParamTexture Obsolete.

Returns the Texture used by the specified parameter.

Public methodGetPath Obsolete. (Inherited from Resource.)
Public methodGetPropertyList

Returns the object's property list as an Array of dictionaries.

Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags).

(Inherited from Object.)
Public methodGetRenderPriority Obsolete. (Inherited from Material.)
Public methodGetRid

Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

(Inherited from Resource.)
Public methodGetScript

Returns the object's Script instance, or null if none is assigned.

(Inherited from Object.)
Public methodGetSignalConnectionList

Returns an Array of connections for the given signal.

(Inherited from Object.)
Public methodGetSignalList

Returns the list of signals as an Array of dictionaries.

(Inherited from Object.)
Public methodGetSpread Obsolete.
Public methodGetTrailColorModifier Obsolete.
Public methodGetTrailDivisor Obsolete.
Public methodGetTrailSizeModifier Obsolete.
Public methodGetType (Inherited from Object.)
Public methodHasMeta

Returns true if a metadata entry is found with the given name.

(Inherited from Object.)
Public methodHasMethod

Returns true if the object contains the given method.

(Inherited from Object.)
Public methodHasSignal

Returns true if the given signal exists.

(Inherited from Object.)
Public methodHasUserSignal

Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account.

(Inherited from Object.)
Public methodInitRef

Initializes the internal reference counter. Use this only if you really know what you are doing.

Returns whether the initialization was successful.

(Inherited from Reference.)
Public methodIsBlockingSignals

Returns true if signal emission blocking is enabled.

(Inherited from Object.)
Public methodIsClass

Returns true if the object inherits from the given class.

(Inherited from Object.)
Public methodIsConnected

Returns true if a connection exists for a given signal, target, and method.

(Inherited from Object.)
Public methodIsLocalToScene Obsolete. (Inherited from Resource.)
Public methodIsQueuedForDeletion (Inherited from Object.)
Protected methodMemberwiseClone (Inherited from Object.)
Public methodNotification

Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from.

If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

(Inherited from Object.)
Public methodPropertyListChangedNotify

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

(Inherited from Object.)
Public methodReference_

Increments the internal reference counter. Use this only if you really know what you are doing.

Returns true if the increment was successful, false otherwise.

(Inherited from Reference.)
Public methodRemoveMeta

Removes a given entry from the object's metadata. See also SetMeta(String, Object).

(Inherited from Object.)
Public methodSet

Assigns a new value to the given property. If the property does not exist, nothing will happen.

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodSetBlockSignals

If set to true, signal emission is blocked.

(Inherited from Object.)
Public methodSetColor Obsolete.
Public methodSetColorRamp Obsolete.
Public methodSetDeferred

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value).

Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

(Inherited from Object.)
Public methodSetDirection Obsolete.
Public methodSetEmissionBoxExtents Obsolete.
Public methodSetEmissionColorTexture Obsolete.
Public methodSetEmissionNormalTexture Obsolete.
Public methodSetEmissionPointCount Obsolete.
Public methodSetEmissionPointTexture Obsolete.
Public methodSetEmissionShape Obsolete.
Public methodSetEmissionSphereRadius Obsolete.
Public methodSetFlag Obsolete.
Public methodSetFlatness Obsolete.
Public methodSetGravity Obsolete.
Public methodSetIndexed

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

(Inherited from Object.)
Public methodSetLifetimeRandomness Obsolete.
Public methodSetLocalToScene Obsolete. (Inherited from Resource.)
Public methodSetMessageTranslation

Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default.

(Inherited from Object.)
Public methodSetMeta

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value.

To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

(Inherited from Object.)
Public methodSetName Obsolete. (Inherited from Resource.)
Public methodSetNextPass Obsolete. (Inherited from Material.)
Public methodSetParam Obsolete.
Public methodSetParamRandomness Obsolete.
Public methodSetParamTexture Obsolete.
Public methodSetPath Obsolete. (Inherited from Resource.)
Public methodSetRenderPriority Obsolete. (Inherited from Material.)
Public methodSetScript

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.

If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called.

(Inherited from Object.)
Public methodSetSpread Obsolete.
Public methodSetTrailColorModifier Obsolete.
Public methodSetTrailDivisor Obsolete.
Public methodSetTrailSizeModifier Obsolete.
Public methodSetupLocalToScene

This method is called when a resource with ResourceLocalToScene enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding _SetupLocalToScene from script.

For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.

(Inherited from Resource.)
Public methodTakeOverPath

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting ResourcePath, as the latter would error out if another resource was already cached for the given path.

(Inherited from Resource.)
Public methodCode exampleToSignal
Returns a new SignalAwaiter awaiter configured to complete when the instance source emits the signal specified by the signal parameter.
(Inherited from Object.)
Public methodToString (Inherited from Object.)
Public methodTr

Translates a message using translation catalogs configured in the Project Settings.

Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean).

(Inherited from Object.)
Public methodUnreference

Decrements the internal reference counter. Use this only if you really know what you are doing.

Returns true if the decrement was successful, false otherwise.

(Inherited from Reference.)
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See Also