GPU-based 3D particle emitter. 3D particle node used to create a variety of particle systems and effects. [GPUParticles] 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] [GPUParticles] only work when using the GLES3 renderer. If using the GLES2 renderer, use [CPUParticles] instead. You can convert [GPUParticles] to [CPUParticles] by selecting the node, clicking the [b]GPUParticles[/b] menu at the top of the 3D editor viewport then choosing [b]Convert to CPUParticles[/b]. [b]Note:[/b] On macOS, [GPUParticles] rendering is much slower than [CPUParticles] due to transform feedback being implemented on the CPU instead of the GPU. Consider using [CPUParticles] instead when targeting macOS. [b]Note:[/b] After working on a GPUParticles node, remember to update its [member visibility_aabb] by selecting it, clicking the [b]GPUParticles[/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]GPUParticles → 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. Emitted when all active particles have finished processing. When [member one_shot] is disabled, particles will process continuously, so this is never emitted. [b]Note:[/b] Due to the particles being computed on the GPU there might be a delay before the signal gets emitted. GPUParticles are drawn in the order emitted. GPUParticles are drawn in order of remaining lifetime. GPUParticles are drawn in order of depth. Maximum number of draw passes supported.