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In ParticleEmitters (at least CPU2D), the particles' gradient breaks if the parent has an animation playing. #98497

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@EKO1306

Description

@EKO1306

Tested versions

Reproducible in v4.3.stable.official [77dcf97]

System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i9-10900F CPU @ 2.80GHz (20 Threads)

Issue description

When using CPUParticles2D (I have not tested other particles) and making the colour a gradient, the colour works as expected - shifting further right the longer its lifespan goes on. However, if the particle node or one of its parents has an animationPlayer playing an animation on it, it causes the gradient to seemingly break, and instead the colour of the particles seem to be based on when the particles spawn, which is wrong. I have attached an example below. They fix themselves instantly once the animation ends.

Untitled.video.-.Made.with.Clipchamp.mp4

Steps to reproduce

  1. Create a CPUParticles2D
  2. Place a gradient on the particles (increase the amount of particles to make it easier to see)
  3. Create an AnimationPlayer
  4. Make an animation that manipulates the particles (what the animation does doesn't matter). Making the animation long or loop will make it easier to see)
  5. Play the animation, and see the gradient freak out

Minimal reproduction project (MRP)

N/A, follow the above steps

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