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].
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]. A value of [code]0[/code] can be used to pause the particles.
Particle texture. If [code]null[/code] particles will be squares.
Editor visibility helper.
Particles are drawn in the order emitted.
Particles are drawn in order of remaining lifetime.