2D particle emitter.
2D particle node used to create a variety of particle systems and effects. [code]Particles2D[/code] features an emitter that generates some number of particles at a given rate. Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
- Number of particles emitted in one emission cycle.
- Particle draw order. Uses [code]DRAW_ORDER_*[/code] values. Default value: [code]DRAW_ORDER_INDEX[/code].
- If [code]true[/code] particles are being emitted. Default value: [code]true[/code].
- How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. Default value: [code]0[/code].
- Number of horizontal frames in [code]texture[/code].
- Amount of time each particle will exist. Default value: [code]1[/code].
- If [code]true[/code] particles use the parent node's coordinate space. If [code]false[/code] they use global coordinates. Default value: [code]true[/code].
- If [code]true[/code] only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. Default value: [code]false[/code].
- Particle system starts as if it had already run for this many seconds.
- [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial].
- Emission lifetime randomness ratio. Default value: [code]0[/code].
- Particle system's running speed scaling ratio. Default value: [code]1[/code].
- Particle texture. If [code]null[/code] particles will be squares.
- Number of vertical frames in [code]texture[/code].
- Editor visibility helper.
Particles are drawn in the order emitted.
Particles are drawn in order of remaining lifetime.