# Sandbox.ParticleEffect.Emit

## Overload 1

```csharp
Particle Emit(Vector3 position)
```

> **Obsolete.** Pass in a delta

### Parameters

- `position` (`Vector3`)

### Returns

`Particle`

## Overload 2

```csharp
Particle Emit(Vector3 position, float delta)
```

Emit a particle at the given position.

### Parameters

- `position` (`Vector3`): The position in which to spawn the particle
- `delta` (`float`): The time delta of the spawn. The first spawned particle is 0, the last spawned particle is 1. This is used to evaluate the spawn particles like lifetime and delay.

### Returns

`Particle`: A particle, will never be null. It's up to you to obey max particles.

## Overload 3

```csharp
Particle Emit(Vector3 position, float delta, SkinnedModelRenderer attachTarget, int boneIndex)
```

Emit a particle at the given position.

### Parameters

- `position` (`Vector3`): The position in which to spawn the particle
- `delta` (`float`): The time delta of the spawn. The first spawned particle is 0, the last spawned particle is 1. This is used to evaluate the spawn particles like lifetime and delay.
- `attachTarget` (`SkinnedModelRenderer`): The skinned model whose bone (`boneIndex`) the particle should follow.
- `boneIndex` (`int`): When >= 0, local space simulation will follow this bone on `attachTarget`.

### Returns

`Particle`: A particle, will never be null. It's up to you to obey max particles.

Declared in [Sandbox.ParticleEffect](/api/Sandbox.ParticleEffect).
Assembly: `Sandbox.Engine`.
