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. https://docs.godotengine.org/en/3.2/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. Number of particles emitted in one emission cycle. 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. 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. 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. Editor visibility helper. Particles are drawn in the order emitted. Particles are drawn in order of remaining lifetime.