3D particle emitter. 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 [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. https://docs.godotengine.org/en/3.2/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. Returns the [Mesh] that is drawn at index [code]pass[/code]. Restarts the particle emission, clearing existing particles. Sets the [Mesh] that is drawn at index [code]pass[/code]. Number of particles to emit. Particle draw order. Uses [enum DrawOrder] values. [Mesh] that is drawn for the first draw pass. [Mesh] that is drawn for the second draw pass. [Mesh] that is drawn for the third draw pass. [Mesh] that is drawn for the fourth draw pass. The number of draw passes when rendering particles. If [code]true[/code], particles are being emitted. Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously. 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. Amount of time each particle will exist. If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. If [code]true[/code], only [code]amount[/code] particles will be emitted. Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting. [Material] for processing particles. Can be a [ParticlesMaterial] or a [ShaderMaterial]. Emission randomness ratio. Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles. The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active. [b]Note:[/b] If the [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. Particles are drawn in the order emitted. Particles are drawn in order of remaining lifetime. Particles are drawn in order of depth. Maximum number of draw passes supported.