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When scaling a 3D ParticleEffect at runtime the outcome is not what I expect it to be.
Sprite sizes, spawn positions, spawn offsets are all scaled properly but DynamicsInfluencer are not influenced by the new scale as far as I can tell.
In the example code I used a centripetal acceleration, particles are spawning on a circle and flying inwards to the center where they disappear. When this effect is scaled up, the particles won't fly to the center anymore as they still move at the same speed they did on scale 1. So visually they'll never reach the center.
When scaled down on the other hand, they move towards the center and way beyond.
I saw the
Relative
checkbox under Centripetal Acceleration, it doesn't change this behavior. I don't know what it actually should do (either I missed some documentation or the documentation is missing) but I tested both ticked/unticked just in case.
Here's the effect in Flame editor:
Another thing I noticed that is a bit messy: If you pause the app for a moment, the particles fly too far. Some delta problem I guess.
Version of LibGDX and/or relevant dependencies
1.9.14
The text was updated successfully, but these errors were encountered:
Reproduction steps/code
Clone => Run
https://github.com/Hangman/Particles3DIssue
Mousewheel to scale the effect
Press space to let the thread sleep for 200ms
Issue details
When scaling a 3D ParticleEffect at runtime the outcome is not what I expect it to be.
Sprite sizes, spawn positions, spawn offsets are all scaled properly but DynamicsInfluencer are not influenced by the new scale as far as I can tell.
In the example code I used a centripetal acceleration, particles are spawning on a circle and flying inwards to the center where they disappear. When this effect is scaled up, the particles won't fly to the center anymore as they still move at the same speed they did on scale 1. So visually they'll never reach the center.
When scaled down on the other hand, they move towards the center and way beyond.
I saw the
checkbox under Centripetal Acceleration, it doesn't change this behavior. I don't know what it actually should do (either I missed some documentation or the documentation is missing) but I tested both ticked/unticked just in case.
Here's the effect in Flame editor:
Another thing I noticed that is a bit messy: If you pause the app for a moment, the particles fly too far. Some delta problem I guess.
Version of LibGDX and/or relevant dependencies
1.9.14
The text was updated successfully, but these errors were encountered: