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@@ -22,9 +22,21 @@ Particles2D
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Particle systems are added to the scene via the
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Particle systems are added to the scene via the
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:ref:`Particles2D <class_Particles2D>`
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:ref:`Particles2D <class_Particles2D>`
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-node. They are enabled by default and start emitting white points
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-downwards (as affected by the gravity). This provides a reasonable
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-starting point to start adapting it to our needs.
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+node. However, after creating that node you will notice that only a white dot was created,
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+and that there is a warning icon next to your Particles2D node in the inspector. This
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+is because the node needs a ParticlesMaterial to function.
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+
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+ParticlesMaterial
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+~~~~~~~~~~~~~~~~~
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+
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+To add a process material to your particles node, go to Process Material in
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+your inspector panel. Click on the box next to material, and from the dropdown
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+menu select New Particles Material.
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+
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+.. image:: img/particles_material.png
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+
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+Your Particles2D node should now be emitting
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+white points downward.
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.. image:: img/particles1.png
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.. image:: img/particles1.png
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@@ -37,11 +49,113 @@ the relevant texture property:
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.. image:: img/particles2.png
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.. image:: img/particles2.png
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-Physics variables
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------------------
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+Time Parameters
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+===============
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+
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+Lifetime
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+--------
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+
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+The time in seconds that every particle will stay alive. When lifetime
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+ends, a new particle is created to replace it.
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+
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+Lifetime: 0.5
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+
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+.. image:: img/paranim14.gif
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+
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+Lifetime: 4.0
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+
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+.. image:: img/paranim15.gif
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+
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+One Shot
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+--------
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+
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+When enabled, a Particles2D node will emit all of it's particles once
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+and then never again.
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+
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+Preprocess
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+----------
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+
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+Particle systems begin with 0 particles emitted, then start emitting.
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+This can be an inconvenience when just loading a scene and systems like
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+a torch, mist, etc begin emitting the moment you enter. Preprocess is
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+used to let the system process a given amount of seconds before it is
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+actually shown the first time.
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+
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+Speed Scale
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+-----------
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+
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+The speed scale has a default value of 1, and is used to adjust the
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+speed of a particle system. Lowering the value will make the particles
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+slower, increaseing the value will make the particles much faster.
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+
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+Explosiveness
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+-------------
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+
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+If lifetime is 1 and there are 10 particles, it means every particle
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+will be emitted every 0.1 seconds. The explosiveness parameter changes
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+this, and forces particles to be emitted all together. Ranges are:
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+
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+- 0: Emit all particles together.
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+- 1: Emit particles at equal interval.
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+
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+Values in the middle are also allowed. This feature is useful for
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+creating explosions or sudden bursts of particles:
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+
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+.. image:: img/paranim18.gif
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+
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+Randomness
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+----------
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+
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+All physics parameters can be randomized. Random variables go from 0 to
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+1. The formula to randomize a parameter is:
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+
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+::
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-Before taking a look at the global parameters for the particle system,
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-let's first see what happens when the physics variables are tweaked.
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+ initial_value = param_value + param_value*randomness
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+
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+Fixed FPS
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+---------
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+
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+This setting can be used to set the particle system to render at a fixed
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+FPS. For instance, changing the FPS to 2 will make the particles render
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+every 2 frames a second, however it will not slow down.
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+
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+Fract Delta
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+-----------
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+
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+This can be used to turn Fract Delta on or off.
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+
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+Drawing Parameters
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+==================
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+
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+Visability Rect
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+---------------
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+
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+The W and H values control width and height of the visability rectnagle
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+respectively. The X and Y values control the position of the Upper left
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+corner of the visability rectangle relative to the particle emitter.
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+
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+Local Coords
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+------------
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+
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+By default this option is on, and it means that the space that particles
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+are emitted to is contained within the node. If the node is moved, all
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+particles are moved with it:
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+
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+.. image:: img/paranim20.gif
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+
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+If disabled, particles will emit to global space, meaning that if the
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+node is moved, the emissor is moved too:
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+
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+.. image:: img/paranim21.gif
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+
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+Draw Order
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+----------
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+
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+The particle draw order can be set to index or lifetime.
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+
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+ParticlesMaterial settings
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+==========================
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Direction
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Direction
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---------
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---------
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@@ -67,8 +181,15 @@ in all directions.
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.. image:: img/paranim3.gif
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.. image:: img/paranim3.gif
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-Linear velocity
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----------------
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+Gravity
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+-------
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+
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+The gravity applied to every particle.
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+
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+.. image:: img/paranim7.gif
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+
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+Initial Velocity
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+----------------
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Linear velocity is the speed at which particles will be emitted (in
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Linear velocity is the speed at which particles will be emitted (in
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pixels/sec). Speed might later be modified by gravity or other
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pixels/sec). Speed might later be modified by gravity or other
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@@ -76,7 +197,12 @@ accelerations (as described further below).
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.. image:: img/paranim4.gif
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.. image:: img/paranim4.gif
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-Spin velocity
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+Angular Velocity
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+----------------
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+
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+Angular velocity is the inital angular velocity applied to particles.
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+
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+Spin Velocity
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-------------
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-------------
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Spin velocity is the speed at which particles turn around their center
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Spin velocity is the speed at which particles turn around their center
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@@ -84,22 +210,19 @@ Spin velocity is the speed at which particles turn around their center
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.. image:: img/paranim5.gif
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.. image:: img/paranim5.gif
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-Orbit velocity
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+Orbit Velocity
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--------------
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--------------
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Orbit velocity is used to make particles turn around their center.
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Orbit velocity is used to make particles turn around their center.
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.. image:: img/paranim6.gif
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.. image:: img/paranim6.gif
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-Gravity direction & strength
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-----------------------------
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-
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-Gravity can be modified as in direction and strength. Gravity affects
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-every particle currently alive.
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+Linear Acceleration
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+-------------------
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-.. image:: img/paranim7.gif
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+The linear acceleration applied to each particle.
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-Radial acceleration
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+Radial Acceleration
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-------------------
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-------------------
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If this acceleration is positive, particles are accelerated away from
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If this acceleration is positive, particles are accelerated away from
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@@ -107,7 +230,7 @@ the center. If negative, they are absorbed towards it.
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.. image:: img/paranim8.gif
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.. image:: img/paranim8.gif
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-Tangential acceleration
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+Tangential Acceleration
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-----------------------
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-----------------------
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This acceleration will use the tangent vector to the center. Combining
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This acceleration will use the tangent vector to the center. Combining
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@@ -124,137 +247,29 @@ high linear velocity and then stop as they fade.
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.. image:: img/paranim10.gif
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.. image:: img/paranim10.gif
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-Initial angle
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--------------
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+Angle
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+-----
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Determines the initial angle of the particle (in degress). This parameter
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Determines the initial angle of the particle (in degress). This parameter
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is mostly useful randomized.
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is mostly useful randomized.
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.. image:: img/paranim11.gif
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.. image:: img/paranim11.gif
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-Initial & final size
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---------------------
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+Scale
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+-----
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-Determines the initial and final scales of the particle.
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+Determines the initial scale of the particles.
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.. image:: img/paranim12.gif
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.. image:: img/paranim12.gif
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-Color phases
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-------------
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-
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-Particles can use up to 4 color phases. Each color phase can include
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-transparency.
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-
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-Phases must provide an offset value from 0 to 1, and always in
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-ascending order. For example, a color will begin at offset 0 and end
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-in offset 1, but 4 colors might use different offsets, such as 0, 0.2,
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-0.8 and 1.0 for the different phases:
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-
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-.. image:: img/particlecolorphases.png
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-
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-Will result in:
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-
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-.. image:: img/paranim13.gif
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-
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-Global parameters
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------------------
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-
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-These parameters affect the behavior of the entire system.
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-
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-Lifetime
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---------
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-
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-The time in seconds that every particle will stay alive. When lifetime
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-ends, a new particle is created to replace it.
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-
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-Lifetime: 0.5
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-
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-.. image:: img/paranim14.gif
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-
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-Lifetime: 4.0
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-
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-.. image:: img/paranim15.gif
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-
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-Timescale
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----------
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-
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-It happens often that the effect achieved is perfect, except too fast or
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-too slow. Timescale helps adjust the overall speed.
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-
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-Timescale everything 2x:
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-
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-.. image:: img/paranim16.gif
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-
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-Preprocess
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-----------
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-
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-Particle systems begin with 0 particles emitted, then start emitting.
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-This can be an inconvenience when just loading a scene and systems like
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-a torch, mist, etc begin emitting the moment you enter. Preprocess is
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-used to let the system process a given amount of seconds before it is
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-actually shown the first time.
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-
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-Emit timeout
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-------------
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-
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-This variable will switch emission off after given amount of seconds
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-being on. When zero, it is disabled.
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-
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-Offset
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-------
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-
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-Allows to move the emission center away from the center
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-
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-Half extents
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-------------
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-
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-Makes the center (by default 1 pixel) wider, to the size in pixels
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-desired. Particles will emit randomly inside this area.
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-
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-.. image:: img/paranim17.gif
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-
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-It is also possible to set an emission mask by using this value. Check
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-the "Particles" menu on the 2D scene editor viewport and select your
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-favorite texture. Opaque pixels will be used as potential emission
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-location, while transparent ones will be ignored:
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-
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-.. image:: img/paranim19.gif
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-
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-Local space
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------------
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-
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-By default this option is on, and it means that the space that particles
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-are emitted to is contained within the node. If the node is moved, all
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-particles are moved with it:
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-
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-.. image:: img/paranim20.gif
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-
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-If disabled, particles will emit to global space, meaning that if the
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-node is moved, the emissor is moved too:
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+Color
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+-----
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-.. image:: img/paranim21.gif
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+Used to change the color of the particles being emitted.
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-Explosiveness
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+Hue variation
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-------------
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-------------
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-If lifetime is 1 and there are 10 particles, it means every particle
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|
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-will be emitted every 0.1 seconds. The explosiveness parameter changes
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|
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-this, and forces particles to be emitted all together. Ranges are:
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-
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-- 0: Emit all particles together.
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-- 1: Emit particles at equal interval.
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-
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-Values in the middle are also allowed. This feature is useful for
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|
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-creating explosions or sudden bursts of particles:
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-
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-.. image:: img/paranim18.gif
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-
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-Randomness
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-----------
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-
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-All physics parameters can be randomized. Random variables go from 0 to
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|
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-1. The formula to randomize a parameter is:
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-
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-::
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-
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- initial_value = param_value + param_value*randomness
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+The variation value sets the inital hue variation applied to each
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+particle. The Variation rand value controls the hue variation
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+randomness ratio.
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