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[beta 3] GPU Particle 2D damping works incorrectly #84053

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@SanctusAnimus

Description

@SanctusAnimus

Godot version

v4.2.beta3.official [e8d57af]

System information

Godot v4.2.beta3 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.4592) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

Issue description

After upgrading to beta 3, some of my particles which have fixed velocity no longer move at all - they just spawn and stay, with damping set to 150-200 (min-max) and initial velocity of 160-160.
According to description (and to how it works in beta 2), those settings should mean that my particles are moving but will be slowed to 0 within 0.6-1s approx.

In beta 3, setting damping to just 10 is enough for my particle to not move at all. Does not happen in beta 2.
If behaviour / meaning of damping value was changed, this needs to be reflected in the documentation as well, otherwise it's a bug?

How it now works in beta 3:

NVIDIA_Share_T1Z00QEEOr.mp4

How it's supposed to work (and was working in beta 2):

NVIDIA_Share_SnM7UJJPs4.mp4

FPS is low due to ShareX recording being considered as alt-tabbed, but should still be fairly obvious what's wrong.
Particle with material etc attached.

Steps to reproduce

  • Create GPUParticle2D
  • Add ParticleProcessMaterial
  • Remove gravity, set Initial velocity min/max to something high (1000 will do)
  • Set damping under Acceleration to 15 / 15 (min / max) - emitted particles no longer moves.

Minimal reproduction project

Attaching just the particle scene, as it's self-contained
thruster_1.zip

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