GPUparticles3D that follow a path3D #11669
mddm1
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Engine Core
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Moving to discussion, as there is no concrete technical implementation provided. Also, this is already feasible. You can move your GPUParticles3D node along the Path3D node by making it a child of a PathFollow3D node, and animating its offset using an AnimationPlayer, Tween or code. What's not supported yet is emitting particles along a skinned mesh, which is much more complex to implement. |
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Describe the project you are working on
Simple fish game.
Describe the problem or limitation you are having in your project
I need to bake the point texture and is cumbersome.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add spawn position so that is not points or directed points but rather a path3D.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
simply add a path 3D node to spawn position just like in
@export
var.If this enhancement will not be used often, can it be worked around with a few lines of script?
there are workarounds but are cumbersome.
Is there a reason why this should be core and not an add-on in the asset library?
it is an easy to implement quality of life on particles?
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