diff options
Diffstat (limited to 'doc/classes/GPUParticlesCollision3D.xml')
-rw-r--r-- | doc/classes/GPUParticlesCollision3D.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml index 089747b7ee..2d398edd5e 100644 --- a/doc/classes/GPUParticlesCollision3D.xml +++ b/doc/classes/GPUParticlesCollision3D.xml @@ -16,8 +16,8 @@ <members> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> The particle rendering layers ([member VisualInstance3D.layers]) that will be affected by the collision shape. By default, all particles that have [member ParticleProcessMaterial.collision_mode] set to [constant ParticleProcessMaterial.COLLISION_RIGID] or [constant 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 [member ParticleProcessMaterial.attractor_interaction_enabled] on the [GPUParticles3D] node. + After configuring particle nodes accordingly, specific layers can be unchecked to prevent certain particles from being affected by colliders. For example, this can be used if you're using a collider as part of a spell effect but don't want the collider to affect unrelated weather particles at the same position. + Particle collision can also be disabled on a per-process material basis by setting [member ParticleProcessMaterial.collision_mode] on the [GPUParticles3D] node. </member> </members> </class> |