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Particle positions are not continuous when the Particles node is moved at a high speed (missing interpolation) #47973
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I don't see a way to solve this, aside of unlocking the framerate by disabling V-Sync. Is there any literature on other engines solving or working around this problem? Also, particle emission by distance (instead of time) will be supported in 4.0 via manual emission. |
When emitting, you can simply interpolate between the old and the new transform of the emitter. |
See also godotengine/godot-proposals#671 and godotengine/godot-proposals#1936. |
@floppyhammer In the meantime, you may be able to hide this issue by making particles emitted over a small box area (or perhaps a sphere) rather than a single emission point. When emitted, particles will be evenly spread within the box or sphere. You can do this by changing the emission point property in the particles material. This is available in both Particles and CPUParticles, in both 3D and 2D. |
@Calinou Hadn't thought of this workaround. Thanks! |
There is a fixed FPS for particles, you can put it to 60 to fix this. |
@reduz Setting |
Do higher |
@Calinou No, it makes no difference when going beyond 60. |
Closing in favor of godotengine/godot-proposals#8088, as feature proposals are now tracked on the Godot proposals repository. |
Godot version:
3.3rc9, 4.0
OS/device including version:
Windows 10
Issue description:
Particle positions are frame rate dependent, which causes discontinuous distribution of the particles when the particle node moves fast.
Particle2D:
Particle3D:
Steps to reproduce:
Create a 2D or 3D particle node, set a high emission amount, animate the node itself to move fast, observe the particle clusters.
Minimal reproduction project:
No need.
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