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GPUParticles3D
is_emitting is incorrectly toggled
#97974
Comments
Sounds like: Which seems to be considered an enhancement/missing feature |
This part is what differentiates it from the linked issue
|
particles-emitting-in-editor-despite-false.mp4 |
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Tested versions
System information
Godot v4.4.dev (0a9ad8f) - Artix Linux #1 SMP PREEMPT_DYNAMIC Wed, 02 Oct 2024 15:03:06 +0000 on Tty - X11 display driver, Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 1050 Ti (nvidia; 560.35.03) - AMD Ryzen 5 2600 Six-Core Processor (12 threads)
Issue description
I have an
GPUParticles3D
with the propertyone-shot
enabled. Let's say 2 seconds lifetime. And there is the scene of theGPUParticles3D
itself and a main scene where it is placed multiple times.The problem is that if the emitting stops in 2 seconds in its own scene, it also stops in the scenes this is located in. Whatever, its a chore but not a big issue because I can manually start it on
_enter_tree()
. And there is a proposal opened for an autoplayBut the real bug is that if it is emitting in its own scene, and I close that scene, then start the main scene, it emits (as expected) but once the emitting ends for all particles in the main scene, it also ends in its own scene (dirty flag?)
And if you then open the particle scene itself, it has
is_emitting
disabled/false, but it IS emitting in the editor.Steps to reproduce
GPUParticles3D
with one-shot property, lifetime 10 seconds, and save it as its own scene.is_emitting
and close the scene.GPUParticles3D
sceneOr just open the MRP below, open
smoke_scene.tscn
, enableis_emitting
and reduce the lifetime (so you dont wait 60 seconds), close the scene, run the main scene, await lifetime to end, then opensmoke_scene.tscn
Minimal reproduction project (MRP)
smoke-grenade-room.zip
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