Closed QbieShay closed 2 months ago
Should particles be emitted on the cone surface or within the cone volume?
I suppose, both? I was thinking of the cone volume but both works
I'm thinking maybe it's enough to add a property to the ring emitter for this
I'm thinking maybe it's enough to add a property to the ring emitter for this
Sounds good :slightly_smiling_face:
If the ring's top and bottom radius can be changed separately, then you can have a cone (top/bottom radius = 0.0) or anything in between. This would also allow choosing between whether the surface or volume should be used by adjusting the inner ring radius.
CylinderMesh makes it so setting one of its caps to 0 radius turns it into a cone. For customization's sake and also for consistency, we probably want to implement cones the same way for particles.
Describe the project you are working on
VFX
Describe the problem or limitation you are having in your project
There is no way to spawn particles in a cone
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a cone emitter with properties for angle of the cone, length of the cone, flatness of the cone (imagine projecting the cone on a plane).
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
See above
If this enhancement will not be used often, can it be worked around with a few lines of script?
Yes, I can script my own emitters. But using custom particle shaders has documented hassle (https://github.com/godotengine/godot-proposals/discussions/6661)
Is there a reason why this should be core and not an add-on in the asset library?
See https://github.com/godotengine/godot-proposals/discussions/6661