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Particles2D don't disable emitting after one-shot, when starting off-screen #32803
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Maybe related: #18242 |
Still valid in 3.2.3 |
Still valid™ in 26b86c1 |
Related to #17903. Can you reproduce this with GPUParticles3D located outside the camera frustum? |
Yeah, same issue in 3D |
Still valid in 3.4.4-stable. Having the same issue =/ To help anybody with this issue: To fix it I added a
Worked well for my case. |
I'm not sure this is really an issue. I know it seems like it's broken, it tripped me up. But I think you should be using the particles Performance shouldn't really be much of an issue here because they're |
Seems like #20160 is related. |
Godot version:
3.2 alpha2
Issue description:
When you create Particles2D, enable
one_shot
and start emitting when particles are outside visible radius, the emitting is never disabled and will start only when particles are again on screen. This is annoying, because I wan't to e.g. play explosion, but are too far to see it and then it will happen when I get close, even though it should be already finished. One shot should affect emitting whether particles are rendering or not.Steps to reproduce:
one_shot
emitting
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