GPU-based 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. [b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b]. [b]Note:[/b] After working on a Particles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu at the top of the 3D editor viewport then choose [b]Generate Visibility AABB[/b]. Otherwise, particles may suddenly disappear depending on the camera position and angle. $DOCS_URL/tutorials/performance/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]. 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. [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. 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. 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 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 [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool. [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.