GPU-based 2D particle emitter. 2D particle node used to create a variety of particle systems and effects. [Particles2D] 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. [b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles2D] instead. You can convert [Particles2D] to [CPUParticles2D] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choosing [b]Convert to CPUParticles2D[/b]. [b]Note:[/b] On macOS, [Particles2D] rendering is much slower than [CPUParticles2D] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles2D] instead when targeting macOS. [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu at the top of the 2D editor viewport then choose [b]Generate Visibility Rect[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. [b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the texture region defined in [AtlasTexture]s. https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html https://godotengine.org/asset-library/asset/515 Returns a rectangle containing the positions of all existing particles. Restarts all the existing particles. The number of particles emitted in one emission cycle (corresponding to the [member lifetime]). [b]Note:[/b] Changing [member amount] will reset the particle emission, therefore removing all particles that were already emitted before changing [member amount]. Particle draw order. Uses [enum DrawOrder] values. If [code]true[/code], particles are being emitted. 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. 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. If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. The amount of time each particle will exist (in seconds). If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. Normal map to be used for the [member texture] property. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. 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. 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. Particle system's running speed scaling ratio. A value of [code]0[/code] can be used to pause the particles. Particle texture. If [code]null[/code], particles will be squares. 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 [b]Particles → Generate Visibility Rect[/b] editor tool. Particles are drawn in the order emitted. Particles are drawn in order of remaining lifetime.