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Particle2D should not reset itself when you change amount #1327

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chucklepie opened this issue Aug 7, 2020 · 6 comments
Closed

Particle2D should not reset itself when you change amount #1327

chucklepie opened this issue Aug 7, 2020 · 6 comments

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@chucklepie
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Describe the project you are working on:
2D platform

Describe the problem or limitation you are having in your project:
When you change the 'amount' value of particle2D it resets the particles, i.e. immediately stops them all then starts again. This means if you want to increase particles over time, such as in an animation player, e.g. number of flames particles increase, you cannot.

Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Allow or change particle system so that increasing amount will simply continue adding more particles as required instead of stopping the particle system and restarting. I guess the same can apply to reducing...

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:

If this enhancement will not be used often, can it be worked around with a few lines of script?:
I would presume anyone wanting to change amount will expect the particle system to not reset as it looks awful.

Is there a reason why this should be core and not an add-on in the asset library?:
it is probably as users expect.

@Calinou
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Calinou commented Aug 7, 2020

See also #815 and godotengine/godot#16352.

@chucklepie
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thanks, sorry, I did search first. Sometimes the words do not find things :)

Is there any chance this might appear in a pre 4.0 update?

@Calinou
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Calinou commented Aug 7, 2020

Is there any chance this might appear in a pre 4.0 update?

Fixing this likely requires rewriting the particle system, so I doubt it. As a workaround, you can instance multiple particle nodes with less particles in each node and instance/free those nodes as needed.

@KoBeWi
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KoBeWi commented Aug 7, 2020

Fixing this likely requires rewriting the particle system, so I doubt it.

godotengine/godot#16352 (comment) suggests a solution that should probably be easy to do with the current system.

Further down in that issue there's a linked shader that implements this: godotengine/godot#16352 (comment)
It's most likely very outdated at this point, but some custom shader is a viable workaround for now.

@chucklepie
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chucklepie commented Aug 7, 2020 via email

@Calinou
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Calinou commented Apr 13, 2021

Closing in favor of godotengine/godot#16352, as this is actually a bug.

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