:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/Particles.xml. .. _class_Particles: Particles ========= **Inherits:** :ref:`GeometryInstance` **<** :ref:`VisualInstance` **<** :ref:`CullInstance` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` GPU-based 3D particle emitter. .. rst-class:: classref-introduction-group Description ----------- 3D particle node used to create a variety of particle systems and effects. **Particles** features an emitter that generates some number of particles at a given rate. Use the ``process_material`` property to add a :ref:`ParticlesMaterial` to configure particle appearance and behavior. Alternatively, you can add a :ref:`ShaderMaterial` which will be applied to all particles. \ **Note:** **Particles** only work when using the GLES3 renderer. If using the GLES2 renderer, use :ref:`CPUParticles` instead. You can convert **Particles** to :ref:`CPUParticles` by selecting the node, clicking the **Particles** menu at the top of the 3D editor viewport then choosing **Convert to CPUParticles**. \ **Note:** On macOS, **Particles** rendering is much slower than :ref:`CPUParticles` due to transform feedback being implemented on the CPU instead of the GPU. Consider using :ref:`CPUParticles` instead when targeting macOS. \ **Note:** After working on a Particles node, remember to update its :ref:`visibility_aabb` by selecting it, clicking the **Particles** menu at the top of the 3D editor viewport then choose **Generate Visibility AABB**. Otherwise, particles may suddenly disappear depending on the camera position and angle. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`Controlling thousands of fish with Particles <../tutorials/performance/vertex_animation/controlling_thousands_of_fish>` - `Third Person Shooter Demo `__ .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`int` | :ref:`amount` | ``8`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`DrawOrder` | :ref:`draw_order` | ``0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_1` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_2` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_3` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Mesh` | :ref:`draw_pass_4` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`int` | :ref:`draw_passes` | ``1`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`emitting` | ``true`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`explosiveness` | ``0.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`int` | :ref:`fixed_fps` | ``0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`fract_delta` | ``true`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`lifetime` | ``1.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`local_coords` | ``true`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`bool` | :ref:`one_shot` | ``false`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`preprocess` | ``0.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`Material` | :ref:`process_material` | | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`randomness` | ``0.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`float` | :ref:`speed_scale` | ``1.0`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ | :ref:`AABB` | :ref:`visibility_aabb` | ``AABB( -4, -4, -4, 8, 8, 8 )`` | +--------------------------------------------+--------------------------------------------------------------------+---------------------------------+ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`AABB` | :ref:`capture_aabb` **(** **)** |const| | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Mesh` | :ref:`get_draw_pass_mesh` **(** :ref:`int` pass **)** |const| | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`restart` **(** **)** | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_draw_pass_mesh` **(** :ref:`int` pass, :ref:`Mesh` mesh **)** | +-------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Signals ------- .. _class_Particles_signal_finished: .. rst-class:: classref-signal **finished** **(** **)** Emitted when all active particles have finished processing. When :ref:`one_shot` is disabled, particles will process continuously, so this is never emitted. \ **Note:** Due to the particles being computed on the GPU there might be a delay before the signal gets emitted. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Enumerations ------------ .. _enum_Particles_DrawOrder: .. rst-class:: classref-enumeration enum **DrawOrder**: .. _class_Particles_constant_DRAW_ORDER_INDEX: .. rst-class:: classref-enumeration-constant :ref:`DrawOrder` **DRAW_ORDER_INDEX** = ``0`` Particles are drawn in the order emitted. .. _class_Particles_constant_DRAW_ORDER_LIFETIME: .. rst-class:: classref-enumeration-constant :ref:`DrawOrder` **DRAW_ORDER_LIFETIME** = ``1`` Particles are drawn in order of remaining lifetime. .. _class_Particles_constant_DRAW_ORDER_VIEW_DEPTH: .. rst-class:: classref-enumeration-constant :ref:`DrawOrder` **DRAW_ORDER_VIEW_DEPTH** = ``2`` Particles are drawn in order of depth. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Constants --------- .. _class_Particles_constant_MAX_DRAW_PASSES: .. rst-class:: classref-constant **MAX_DRAW_PASSES** = ``4`` Maximum number of draw passes supported. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_Particles_property_amount: .. rst-class:: classref-property :ref:`int` **amount** = ``8`` .. rst-class:: classref-property-setget - void **set_amount** **(** :ref:`int` value **)** - :ref:`int` **get_amount** **(** **)** The number of particles emitted in one emission cycle (corresponding to the :ref:`lifetime`). \ **Note:** Changing :ref:`amount` will reset the particle emission, therefore removing all particles that were already emitted before changing :ref:`amount`. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_draw_order: .. rst-class:: classref-property :ref:`DrawOrder` **draw_order** = ``0`` .. rst-class:: classref-property-setget - void **set_draw_order** **(** :ref:`DrawOrder` value **)** - :ref:`DrawOrder` **get_draw_order** **(** **)** Particle draw order. Uses :ref:`DrawOrder` values. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_draw_pass_1: .. rst-class:: classref-property :ref:`Mesh` **draw_pass_1** .. rst-class:: classref-property-setget - void **set_draw_pass_mesh** **(** :ref:`int` pass, :ref:`Mesh` mesh **)** - :ref:`Mesh` **get_draw_pass_mesh** **(** :ref:`int` pass **)** |const| :ref:`Mesh` that is drawn for the first draw pass. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_draw_pass_2: .. rst-class:: classref-property :ref:`Mesh` **draw_pass_2** .. rst-class:: classref-property-setget - void **set_draw_pass_mesh** **(** :ref:`int` pass, :ref:`Mesh` mesh **)** - :ref:`Mesh` **get_draw_pass_mesh** **(** :ref:`int` pass **)** |const| :ref:`Mesh` that is drawn for the second draw pass. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_draw_pass_3: .. rst-class:: classref-property :ref:`Mesh` **draw_pass_3** .. rst-class:: classref-property-setget - void **set_draw_pass_mesh** **(** :ref:`int` pass, :ref:`Mesh` mesh **)** - :ref:`Mesh` **get_draw_pass_mesh** **(** :ref:`int` pass **)** |const| :ref:`Mesh` that is drawn for the third draw pass. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_draw_pass_4: .. rst-class:: classref-property :ref:`Mesh` **draw_pass_4** .. rst-class:: classref-property-setget - void **set_draw_pass_mesh** **(** :ref:`int` pass, :ref:`Mesh` mesh **)** - :ref:`Mesh` **get_draw_pass_mesh** **(** :ref:`int` pass **)** |const| :ref:`Mesh` that is drawn for the fourth draw pass. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_draw_passes: .. rst-class:: classref-property :ref:`int` **draw_passes** = ``1`` .. rst-class:: classref-property-setget - void **set_draw_passes** **(** :ref:`int` value **)** - :ref:`int` **get_draw_passes** **(** **)** The number of draw passes when rendering particles. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_emitting: .. rst-class:: classref-property :ref:`bool` **emitting** = ``true`` .. rst-class:: classref-property-setget - void **set_emitting** **(** :ref:`bool` value **)** - :ref:`bool` **is_emitting** **(** **)** If ``true``, particles are being emitted. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_explosiveness: .. rst-class:: classref-property :ref:`float` **explosiveness** = ``0.0`` .. rst-class:: classref-property-setget - void **set_explosiveness_ratio** **(** :ref:`float` value **)** - :ref:`float` **get_explosiveness_ratio** **(** **)** Time ratio between each emission. If ``0``, particles are emitted continuously. If ``1``, all particles are emitted simultaneously. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_fixed_fps: .. rst-class:: classref-property :ref:`int` **fixed_fps** = ``0`` .. rst-class:: classref-property-setget - void **set_fixed_fps** **(** :ref:`int` value **)** - :ref:`int` **get_fixed_fps** **(** **)** 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. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_fract_delta: .. rst-class:: classref-property :ref:`bool` **fract_delta** = ``true`` .. rst-class:: classref-property-setget - void **set_fractional_delta** **(** :ref:`bool` value **)** - :ref:`bool` **get_fractional_delta** **(** **)** If ``true``, results in fractional delta calculation which has a smoother particles display effect. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_lifetime: .. rst-class:: classref-property :ref:`float` **lifetime** = ``1.0`` .. rst-class:: classref-property-setget - void **set_lifetime** **(** :ref:`float` value **)** - :ref:`float` **get_lifetime** **(** **)** The amount of time each particle will exist (in seconds). .. rst-class:: classref-item-separator ---- .. _class_Particles_property_local_coords: .. rst-class:: classref-property :ref:`bool` **local_coords** = ``true`` .. rst-class:: classref-property-setget - void **set_use_local_coordinates** **(** :ref:`bool` value **)** - :ref:`bool` **get_use_local_coordinates** **(** **)** If ``true``, particles use the parent node's coordinate space. If ``false``, they use global coordinates. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_one_shot: .. rst-class:: classref-property :ref:`bool` **one_shot** = ``false`` .. rst-class:: classref-property-setget - void **set_one_shot** **(** :ref:`bool` value **)** - :ref:`bool` **get_one_shot** **(** **)** If ``true``, only ``amount`` particles will be emitted. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_preprocess: .. rst-class:: classref-property :ref:`float` **preprocess** = ``0.0`` .. rst-class:: classref-property-setget - void **set_pre_process_time** **(** :ref:`float` value **)** - :ref:`float` **get_pre_process_time** **(** **)** Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_process_material: .. rst-class:: classref-property :ref:`Material` **process_material** .. rst-class:: classref-property-setget - void **set_process_material** **(** :ref:`Material` value **)** - :ref:`Material` **get_process_material** **(** **)** :ref:`Material` for processing particles. Can be a :ref:`ParticlesMaterial` or a :ref:`ShaderMaterial`. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_randomness: .. rst-class:: classref-property :ref:`float` **randomness** = ``0.0`` .. rst-class:: classref-property-setget - void **set_randomness_ratio** **(** :ref:`float` value **)** - :ref:`float` **get_randomness_ratio** **(** **)** Emission randomness ratio. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_speed_scale: .. rst-class:: classref-property :ref:`float` **speed_scale** = ``1.0`` .. rst-class:: classref-property-setget - void **set_speed_scale** **(** :ref:`float` value **)** - :ref:`float` **get_speed_scale** **(** **)** Speed scaling ratio. A value of ``0`` can be used to pause the particles. .. rst-class:: classref-item-separator ---- .. _class_Particles_property_visibility_aabb: .. rst-class:: classref-property :ref:`AABB` **visibility_aabb** = ``AABB( -4, -4, -4, 8, 8, 8 )`` .. rst-class:: classref-property-setget - void **set_visibility_aabb** **(** :ref:`AABB` value **)** - :ref:`AABB` **get_visibility_aabb** **(** **)** The :ref:`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 :ref:`AABB` can be grown via code or with the **Particles → Generate AABB** editor tool. \ **Note:** If the :ref:`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. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_Particles_method_capture_aabb: .. rst-class:: classref-method :ref:`AABB` **capture_aabb** **(** **)** |const| Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. .. rst-class:: classref-item-separator ---- .. _class_Particles_method_get_draw_pass_mesh: .. rst-class:: classref-method :ref:`Mesh` **get_draw_pass_mesh** **(** :ref:`int` pass **)** |const| Returns the :ref:`Mesh` that is drawn at index ``pass``. .. rst-class:: classref-item-separator ---- .. _class_Particles_method_restart: .. rst-class:: classref-method void **restart** **(** **)** Restarts the particle emission, clearing existing particles. .. rst-class:: classref-item-separator ---- .. _class_Particles_method_set_draw_pass_mesh: .. rst-class:: classref-method void **set_draw_pass_mesh** **(** :ref:`int` pass, :ref:`Mesh` mesh **)** Sets the :ref:`Mesh` that is drawn at index ``pass``. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`