Duration of the system.
Emitter for the particles.
World-space velocity of the emitter, updated each frame by the runtime.
Whether the system is looping.
Whether this system only emits through another system, which is when its particles carry their own parent transform.
Number of particles.
Array of particles.
Optional renderer.
ReadonlystoreColumn storage shared by this system's particles.
Whether the system is in world space.
True after endEmit() — emission window closed (non-looping duration elapsed).
Wall-clock time that has passed since the last simulated step, in seconds, when the implementation simulates on a fixed timestep. Negative when that step ran a hair ahead of real time instead (rounded to the nearest step rather than floored, so this stays small either way). A renderer uses it to draw where the particles are now rather than where the last step left them.
Length of one simulation step, in seconds. See simulationResidual.
Whether continuous or queued emission can still spawn particles before the system is done.
Non-looping system with no particles left and nothing left to emit.
OptionalmetaData: string | BabylonMetaDataStaticfromOptionalscene: Scene
Whether the ParticleSystem should be automatically disposed when it finishes emitting particles.