GPUParticles2D jittering when compensating parents transform?

Hi! I have a GPUParticles2D node attached to a RigidBody2D as a child emitting particles. In one scene it is periodically, in another scene it is right after _enter_tree().

This works fine but has some visual glitches as shown in the video attached. When force gets applied to the parent Scene, it is - for a fraction of a second - also applied to the particles. And don’t know why. I tried the particle system’s interpolation and fixed fps settings, but that did not do anything.

Most concerning:

  1. Why is rotation from the parent applied to the GPUParticle2D on collision?
  2. Why do the particles from the “shooting” scene not spawn in a line but those little chunks?

User Axel on discord pointed out that Physics Interpolation causes issues with GPUParticles2D. Turning off interpolation and setting physics ticks back to default (60) solved the issue.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.