# Sandbox.ParticleEmitter

Creates particles. Should be attached to a [Sandbox.ParticleEffect](/api/Sandbox.ParticleEffect).

- Kind: class
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.Component](/api/Sandbox.Component)
- Modifiers: abstract

## Fields

- [`time`](/api/Sandbox.ParticleEmitter/time)

## Properties

- [`Burst`](/api/Sandbox.ParticleEmitter/Burst): How many particles to emit, in a burst
- [`Delay`](/api/Sandbox.ParticleEmitter/Delay): How many seconds to wait before the emitter starts
- [`Delta`](/api/Sandbox.ParticleEmitter/Delta): 0-1, the life time of the emitter
- [`DestroyOnEnd`](/api/Sandbox.ParticleEmitter/DestroyOnEnd): Whether to destroy the GameObject when the emitter finishes (only applies when Loop is false)
- [`Duration`](/api/Sandbox.ParticleEmitter/Duration): How long the emitter should run for, after the Delay
- [`EmitRandom`](/api/Sandbox.ParticleEmitter/EmitRandom): 0-1, a random number to be used for this loop of the emitter
- [`EvaluatedDelay`](/api/Sandbox.ParticleEmitter/EvaluatedDelay): The evaluated delay value for this emitter instance, computed from the Delay property
- [`EvaluatedDuration`](/api/Sandbox.ParticleEmitter/EvaluatedDuration): The evaluated duration value for this emitter instance, computed from the Duration property
- [`IsBursting`](/api/Sandbox.ParticleEmitter/IsBursting): True if we're doing a burst
- [`Loop`](/api/Sandbox.ParticleEmitter/Loop): Whether the emitter should restart after finishing
- [`Rate`](/api/Sandbox.ParticleEmitter/Rate): How many particles to emit over time
- [`RateOverDistance`](/api/Sandbox.ParticleEmitter/RateOverDistance): How many particles to emit per 100 units moved

## Methods

- [`Emit`](/api/Sandbox.ParticleEmitter/Emit)
- [`ResetEmitter`](/api/Sandbox.ParticleEmitter/ResetEmitter)
