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Asked By | GlaDos28 |
Particles
scene for emitting particles in 3D has property explosiveness
, which stands for delay between each particle emitted. But there is an artifact: instead of starting new iteration of emitting after all the amount
particles are emitted, it waits just as if explosiveness = 0
, i.e. lifetime * explosiveness
after the last particle emissed.
I know that some time before in Godot something like emit_time
existed and setting it to lifetime * (1 - explosiveness)
solves the problem exactly.
For now, not only lifetime
regulates the total time of full emitting iteration (which is
rather oddly), but if explosiveness > 0
, it waits for lifetime
anyway, so a huge delay occurs between last particle emission and start of new emission iteration.
How could I solve the problem with delay after iteration using explosiveness
, with minimal effort?
By the way, I’ve tried to adjust lifetime
and explosiveness
just when I want to start new iteration, and then start it manually by turning off and on emitting
. But I’ve realized that full time of one emitting iteration binds once and timeouts independently of which properties I’ve changed after iteration has started, so it is weird that I can’t tweak some logic manually via GDScript.