I'm trying to make a 2d animated particle explosion for a GPUParticles3D node. I have all the animation frames in the sprite sheet png, but i don't know how to make it work in the best way. I've tried using this tutorial shader (https://www.youtube.com/watch?v=-c38gFbGO6U) But the engine reads some errors that i don't know how to fix since i don't know how to code shaders.
I've tried using the animated texture option (and separated the frames in separate pngs) inside the draw pass material but when i play the emitter ,it doesn't work either. How can i do this??
okok thank you so much. also, I have a smoke sprite sheet which has 4 smoke shape variants (every row is a smoke animation variant). Should I make more draw passes If i want the system emit particles and that every particle chooses one of the animations?
You can almost do this with the animation speed set to 1/4th, then a random animation offset, but that offset wouldn’t follow the rows.
I think different draw passes are all drawn at the same time for each particle, not a random selection of meshes. If you are using 2D in 3D I suppose you don’t care too much about pixel-perfect sizing, maybe using the scale curve to fade-out/scale-out the particles while using a random offset would look perfectly fine