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I've been investigating this issue and am wondering whether or not a 2D attractor node should extend LightOccluder2D, or if this warrants a new branch of nodes which aligns with how GPUParticlesCollision3D and GPUParticlesAttractor3D work -- ie. we could have GPUParticlesCollision2D and GPUParticlesAttractor2D.
I am leaning toward the former but honestly the difference in naming between 2d and 3d gpu collision nodes seems a bit strange, so was wondering if there is interest in creating a specialized GPUParticlesCollision2D node.
Related to #60910.
Godot version
4.0.alpha7
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 510.60.02)
Issue description
GPUParticles2D attractors aren't implemented yet (unlike in GPUParticles3D):
Steps to reproduce
Minimal reproduction project
N/A
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