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Particle2D emitting settings create unexpected results. #4003
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@freemanfromgodotengine can you recheck on current main? thanks! :) |
@kubecz3k I will try as soon as I will be back, but I will not be able to test in the same app, as in my case both, newest 2.1.1+ and master 3.0 version, get bugs, that prevent my apps from running properly at all. |
@freemanfromgodotengine sure, I think it's quite safe to close the issue since particles were rewritten in 3.0 but some confirmation would be great :) |
Saw this on the #10239 tracker list. Download sample project:
Seems to be fixed now. |
@pwab nice work! |
Operating system or device:
xubuntu 14.04 64-bit running newly compiled Godot from github. Also confirmed with a versions from 3 days ago.
Issue description (what happened, and what was expected):
I would expect that Particle2D setting amount to 1, lifetime to 1, timescale 1, preprocess 0.1, emit timeout 0.9 and explosiveness to 1 would create exactly one particle emitted when is_emitting(true) is called (or just Emitting check box checked in Inspector).
However it does not.
You have to set amount to a higher value to see particle or particles emitted (they might be one on top of another).
Also, setting explosiveness to 0 seems buggy too. At 0 you must bump up timeout to 1.1 to see emitted particle or particles.
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