class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3DVisualInstance3D GPUParticlesCollision3D
Abstract base class for 3D particle collision shapes affecting GPUParticles3D nodes.

Particle collision shapes can be used to make particles stop or bounce against them.

Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is not supported.

Particle collision shapes can be temporarily disabled by hiding them.

int cull_mask<>():int

The particle rendering layers (VisualInstance3D.layers) that will be affected by the collision shape. By default, all particles that have ParticleProcessMaterial.collision_mode set to ParticleProcessMaterial.COLLISION_RIGID or ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT will be affected by a collision shape.

After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by attractors. For example, this can be used if you're using an attractor as part of a spell effect but don't want the attractor to affect unrelated weather particles at the same position.

Particle attraction can also be disabled on a per-process material basis by setting ParticleProcessMaterial.attractor_interaction_enabled on the GPUParticles3D node.




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