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GPUParticles don't emit finished signal when oneshot is set true in gdscript #93991
Comments
I confirm this problem |
I reported something similar in #93546. |
Perhaps this is related #76859 (comment) ❗ UPDATE: try using |
But that comment is about how to start a particle emitter, while this issue (and #93546) is about finishing it? |
This is script from the MRP in this issue (sorry, I didn't look at yours):
After adding IMHO he problem lies in the fact that the godot/scene/2d/gpu_particles_2d.cpp Lines 43 to 68 in b97110c
If |
Tested versions
System information
Godot v4.3.beta2 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)
Issue description
When setting oneshot to true on a GPUParticles2D node, the particles visually stop emitting some time later as expected, however the 'finished' signal is not emitted. This does not occur with CPUParticles2D. I have not tested this for 3D particles, but I presume that this also applies to the GPUParticles3D.
Steps to reproduce
Minimal reproduction project (MRP)
particles-finished-bug.zip
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