Godot version:
c3023e8
OS/device including version:
Manjaro GNU/Linux, GeForce 820M
Issue description:
When giving a texture to a Particles2D node, they will be emitted at a very small scale.
In 3.0, the scale was the same as the texture.
I forgot to add a warning for that, you need to set a CanvasItemMaterial and enable the particles flag.
Also I might try to make this process more user friendly by automatically setting the flag when creating a new Particles2D node.
So now you need to put a CanvasItemMaterial everytime you use a Particles2D with textures? Why?
Got affected by this. Suddenly after engine upgrade all particles in the game seemed gone. Requirement to change all the particle systems sound like a breaking change.
If there is additional setting required, could it either fall back to previous behaviour or be set automatically on import?
For the reference, this is likely a consequence of #22622. We should rediscuss with @reduz whether this is the wanted workflow, or if it should be reworked to fix the compatibility breakage.
Yeah, I was waiting to discuss with @reduz how o handle this new workflow.
Got affected by this. Suddenly after engine upgrade all particles in the game seemed gone.
Yeah same here. I just noticed all my particles are very small (like infinitesimally). I have to scroll quite a bit to even see them. I figured I'd post here instead of making a new issue. I'm on W10, 64-bit, GTX 960
the wanted workflow, or if it should be reworked to fix the compatibility breakage.
IMO I think it should be reworked. I have tons of Particles2D nodes, and now I will have to re-add a canvas material to all of them, etc. I also personally am confused on the new particle stuff under a CanvasItem material. It seems like it should all be in one place (the particles material?)
I have reworked this and will open a PR soon.
@JFonS I'm afraid it's not over yet. I just tested Godot with your PR, and it seems it does not support sprite frames in the particles: video
@lekoder Check out my last PR, I fixed the particles animation calculation.
You still need to assign a CanvasItemMaterial and enable "ParticlesAnimation" for it to work. This was the whole point of the original PR.
I know it's a breaking change but compatibility from 3.0 to 3.1 isn't supposed to be 100%
@JFonS understood, I'll give it a go.
Most helpful comment
I have reworked this and will open a PR soon.