Something I didn't realize at first was that the collision box is inside the box that is emitting the particles -- for anyone reading, the particles themselves won't recognize the collision, the boxes have to be intersecting.
@@Inedits it sounds like maybe you need to either decrease the distance between the particle emitter and the GPUparticlescollisonbox3d or increase the lifetime value under gpuparticles3d under the "time" settings. Just a guess, but it might be that your particles are dying/despawning right before they can collide. If that's not it then I'd encourage you to make a post on the discord or Reddit :) edit: or, also experiment with increasing the distance between the emitter and the collision box. It tends to need a little time to check and 'catch' collision. I also find that it has trouble trying to catch more particles, so experiment with decreasing them if possible.
@@MP-pv4eb Hi! I just tried it again in a fresh scene and it works. I increase the 3dParticle box size a lot in my main scene and now it works (this is what you said and I was trying to do it, but couldnt...but now it works). This could be an issue if you want the particles to travel long distances and collide. The particle3d box has to be the entire world. Right?
Impressive as always, Arcane.
Appreciated! 😄
Wow, I just came from your tileset tutorial. You are super underrated, dude. Keep it up, I really hope you gain some more traction soon. Subbed!
Awesome, thank you. Appreciated!
Something I didn't realize at first was that the collision box is inside the box that is emitting the particles -- for anyone reading, the particles themselves won't recognize the collision, the boxes have to be intersecting.
I still cant figure it out...haaa its like the collide as soon as they appear...or dont collide at all
@@Inedits it sounds like maybe you need to either decrease the distance between the particle emitter and the GPUparticlescollisonbox3d or increase the lifetime value under gpuparticles3d under the "time" settings. Just a guess, but it might be that your particles are dying/despawning right before they can collide. If that's not it then I'd encourage you to make a post on the discord or Reddit :) edit: or, also experiment with increasing the distance between the emitter and the collision box. It tends to need a little time to check and 'catch' collision. I also find that it has trouble trying to catch more particles, so experiment with decreasing them if possible.
@@MP-pv4eb Hi! I just tried it again in a fresh scene and it works. I increase the 3dParticle box size a lot in my main scene and now it works (this is what you said and I was trying to do it, but couldnt...but now it works). This could be an issue if you want the particles to travel long distances and collide. The particle3d box has to be the entire world. Right?
THANK YOU
how do you use the culll mask. it's not working for me
music name ?
wow cool bro
Is it possible to delete the particles as soon as they hit the collision shape?
In the particle process material, under collision, instead of choosing 'rigid' choose 'hide on contact'
I feel like there is lots you can do in this engine but barely any easy documentation, trial and error it is 😂