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@@ -17,12 +17,24 @@ organic look is the "randomness" associated with each parameter. In
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essence, creating a particle system means setting base physics
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essence, creating a particle system means setting base physics
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parameters and then adding randomness to them.
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parameters and then adding randomness to them.
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-Particles2D
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-~~~~~~~~~~~
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+Particle nodes
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+~~~~~~~~~~~~~~
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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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-node. However, after creating that node you will notice that only a white dot was created,
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+Godot provides two different nodes for 2D particles, :ref:`class_Particles2D` and
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+:ref:`class_CPUParticles2D`.
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+Particles2D is more advanced and uses the GPU to process particle effects, but that limits
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+it to higher end graphics API, and in our case to the GLES3 renderer. For projects using
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+the GLES2 backend, CPUParticles2D is a CPU-driven option with near feature parity with
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+Particles2D, but lesser performance. While Particles2D is configured via a
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+:ref:`class_ParticlesMaterial` (and optionally with a custom shader), the matching options
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+are provided via node properties in CPUParticles2D (with the exception of the trail settings).
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+You can convert a Particles2D node into a CPUParticles2D node by clicking on the node in the
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+inspector, and selecting "Convert to CPUParticles2D" in the "Particles" menu of the toolbar.
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+
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+.. image:: img/particles_convert.png
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+
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+The rest of this tutorial is going to use the Particles2D node. First, add a Particles2D
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+node to your scene. 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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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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is because the node needs a ParticlesMaterial to function.
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@@ -201,7 +213,7 @@ The gravity applied to every particle.
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Initial Velocity
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Initial Velocity
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~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~
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-Linear velocity is the speed at which particles will be emitted (in
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+Initial 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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accelerations (as described further below).
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accelerations (as described further below).
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@@ -340,4 +352,4 @@ All of the values within this section have been automatically generated by the
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"Load Emission Mask" menu, so they should generally be left alone.
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"Load Emission Mask" menu, so they should generally be left alone.
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.. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
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.. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
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- The "Load Emission Mask" menu should always be used instead.
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+ The "Load Emission Mask" menu should always be used instead.
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