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Particles and Particles2D signal when finished #3963
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You want a signal or just auto-free? |
Depends on the use case I think.
A boolean would be nice but what is with someone who wants to play a sound on end or play another Particle? |
Well, with a "emission ended" signal, we can just |
(Also remove some Particles2D::testee method, which was unused) Resolves godotengine#3963
Reopening, as the above PR was reverted when GPU particles were added. |
I was about to ask about this issue. Is there a way to autofree them? I have a one_shot particle eaverytime a bullet hits a wall, and I'm worried that they will never get free if I don't do it manually |
A workaround is using a Timer. |
Why was this reverted with the addition of GPU particles? Hmm upon looking around at the code, I guess my real question is what the final status of the original issue is. To me it seems:
I didn't look into the 3D nodes, but I assume the situation is the same. Can anyone confirm this, and maybe we can close out the issue with an official solution for detecting particle emission end for the various emitters. |
Because the particle system was rewritten. Also this should probably go to godotengine/godot-proposals#815 |
Thanks for the link, seems it's already been suggested. If anyone finds themselves here when looking for the solution, you can show your support for this being added to 4.0 at godotengine/godot-proposals#815 (comment) |
So I guess this can be closed in favor of the proposal. |
http://godotengine.org/qa/883/how-to-remove-a-particle2d
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