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Particles2D - texture animation speed problem with random lifetime #54993
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I guess both the current and "fixed" behavior could be considered valid? |
I remember in the past no other parameters were "influenced" by the random lifetime. After a quick check, following parameters work with a modified random lifetime:
And the following parameters don't work with it:
So I would say that it's really the exception. |
… gpu + cpu) as mentioned here: godotengine#54993
Particle random lifetime was originally fixed in #43485, but I guess flipbook animation wasn't taken into account. Does this bug occur in 3D too? |
Judging by the code: yes |
…rticle2D gpu + cpu) as mentioned here: godotengine#54993" This reverts commit 3a18fd0.
… gpu + cpu) as mentioned here: godotengine#54993
For context as references were lost:
|
Godot version
3.4 stable
System information
Windows 10 (GLES3)
Issue description
When setting up a Particle2D or CPUParticle2D node with a animated texture (frames setup via a CanvasItemMaterial), the animation won't be fully played when using a random lifetime in the particle system.
The animation will always be played a speed depending on the full lifetime and will be cut off if the particle dies earlier (due to random lifetime)
It can be fixed in the Particle2D node by converting to a shader and changing
CUSTOM.y
totv
at the anim_speed line.oQkWu1Mh93.mp4
Steps to reproduce
Minimal reproduction project
3.4_particle_texture_animation_speed.zip
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