Class GPUParticlesCollision3D
Abstract base class for 3D particle collision shapes affecting GPUParticles3D nodes.
- Inheritance
-
GPUParticlesCollision3D
- Derived
Remarks
Particle collision shapes can be used to make particles stop or bounce against them.
Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is not supported.
Particle collision shapes can be temporarily disabled by hiding them.
Note: collision_mode must be ParticleProcessMaterial.COLLISION_RIGID or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT on the GPUParticles3D's process material for collision to work.
Note: Particle collision only affects GPUParticles3D, not CPUParticles3D.
Note: Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting fixed_fps to 0
or a value that matches or exceeds the target framerate.
Properties
cull_mask
The particle rendering layers (layers) that will be affected by the collision shape. By default, all particles that have collision_mode set to ParticleProcessMaterial.COLLISION_RIGID or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT will be affected by a collision shape.
After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by colliders. For example, this can be used if you're using a collider as part of a spell effect but don't want the collider to affect unrelated weather particles at the same position.
Particle collision can also be disabled on a per-process material basis by setting collision_mode on the GPUParticles3D node.
var cull_mask : int = 4294967295