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Describe the problem or limitation you are having in your project
There is currently no way to have immortal particles. In particular, it is possible to use particles for things like grass and such, but it is not possible currently to change values in the CUSTOM vector and have them survive between particle resets
Describe the feature / enhancement and how it helps to overcome the problem or limitation
An option for particles with infinite lifetime.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Either a boolean on the time subsection as infinite_lifetime or setting -1 in the lifetime property.
Behind the scenes, Godot will just never kill the particle and never spawn new particles once the amount is reached.
If this enhancement will not be used often, can it be worked around with a few lines of script?
While these things could be achieved with multimeshes instead, there is a difference on where on hardware the logic executes: the computation for whatever is in instance_custom for multimeshes has to happen on CPU, while on particles it all happens on GPU instead.
Is there a reason why this should be core and not an add-on in the asset library?
There is no way to do drawing and GPU processing in the same way that particles do.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
Various and VFX and technical art
Describe the problem or limitation you are having in your project
There is currently no way to have immortal particles. In particular, it is possible to use particles for things like grass and such, but it is not possible currently to change values in the CUSTOM vector and have them survive between particle resets
Describe the feature / enhancement and how it helps to overcome the problem or limitation
An option for particles with infinite lifetime.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Either a boolean on the time subsection as
infinite_lifetime
or setting -1 in thelifetime
property.Behind the scenes, Godot will just never kill the particle and never spawn new particles once the amount is reached.
If this enhancement will not be used often, can it be worked around with a few lines of script?
While these things could be achieved with multimeshes instead, there is a difference on where on hardware the logic executes: the computation for whatever is in instance_custom for multimeshes has to happen on CPU, while on particles it all happens on GPU instead.
Is there a reason why this should be core and not an add-on in the asset library?
There is no way to do drawing and GPU processing in the same way that particles do.
The text was updated successfully, but these errors were encountered: