Particles2D in Godot 4: it is GPUParticles2D now

By Eduardo Orellana · Updated

Particles2D is called GPUParticles2D in Godot 4, beside CPUParticles2D, and Particles is GPUParticles3D. In a Godot 4 project, Particles2D.new() fails to parse with Identifier "Particles2D" not declared in the current scope. Did you mean to use "GPUParticles2D"?.

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What Godot is checking

GDScript resolves every name when the script loads. Particles2D is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.

The converter carries Particles2D to GPUParticles2D. It still takes a ParticleProcessMaterial in process_material, Godot 3's ParticlesMaterial renamed. CPUParticles2D runs on the CPU for the Compatibility renderer and low-end devices.

Reproduce it

A Godot 3 script that creates a Particles2D in code, in a Godot 4 project.

extends Node

func _ready():
	var particles = Particles2D.new()
	print(particles)

What Godot 4.7.2 prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Identifier "Particles2D" not declared in the current scope. Did you mean to use "GPUParticles2D"?
   at: GDScript::reload (res://answers/particles2d-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/particles2d-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

A one-shot GPUParticles2D burst with a ParticleProcessMaterial.

More on this: Godot 4.6 to 4.7: every API change, class by class

extends Node2D

func _ready() -> void:
	var particles := GPUParticles2D.new()
	var material := ParticleProcessMaterial.new()
	material.direction = Vector3(0, -1, 0)
	particles.process_material = material
	particles.amount = 32
	particles.one_shot = true
	add_child(particles)
	print(particles.get_class(), " amount ", particles.amount, ", material ", particles.process_material.get_class())

What the fixed script prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

GPUParticles2D amount 32, material ParticleProcessMaterial

Verified on Godot 4.7.2

Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.

Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1561, Particles2D to GPUParticles2D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1561), [GPUParticles2D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/GPUParticles2D.xml).

Questions

What happened to ParticlesMaterial?
It is ParticleProcessMaterial in Godot 4.
How do I restart a one-shot burst?
Call restart(), or set emitting = true again after it finishes.