Keep in mind that the scale of screen space is HUGE compared to a normal scene. In the GUI 1 unit = 1 pixel. In a regular scene 1 unit = a meter (usually).
Edit: maybe position is somewhere like 100, 100 and scale it by 100 to see if you see it. At a glance, the parameters seem to say that particles will only travel 12 pixels before dying.
Mmm… something in my memory is tickling about assumptions in Particle.j3md. It tends to mess up in anything but regular scale=1and may mess up in the GUI node.
…something about the sprite size calculation and the quadratic parameter. I ever fully bothered to understand what this math is doing… but I suspect it totally messes up in ortho mode.
Hmm, well this is a new one for me. I haven’t tried running the particle system in the gui node.
So, the emitter does default to translucent but you should be able to drop it into another bucket after construction or just add the translucent filter (although the filter doesn’t appear to like the gui bucket).
That being said, I played around with this a little bit and was able to get the particles to partially show up but I think most of them are getting culled. The cone emitter for example is shooting particles out in 3d space. Also, I had to reduce the scale of the particles by a lot since they were still too big for the gui bucket and change the emitter type. I would have to play around with it a little bit since I haven’t tried to use the particle system in the gui node before. I suspect you would need some sort of change to the emitters to help support a 2D workflow.
I’ll play around with it a bit more and see if I can work it out.
That seems a really odd choice. Transparent bucket I could see… but Translucent hardly makes sense as a default.
Note that it’s especially relevant in the case of the guiNode since the only thing special about the guiNode is that it’s in the Gui bucket. So anything you put in it that already sets its own bucket won’t render correctly.
So it seems that if you want to put particles in the guiNode you first have to make sure to clear their bucket or force it to the GuiBucket or none of the positioning will make sense.
Then you have to deal with the odd quadratic distance sizing equation in the shader.
Not sure culling matters or not as those other things could confuse culling already.
It’s honestly been so long, i’m not sure if that was even my code or not. I’ve only ever used the particle system with the translucent filter because of the soft particles so it’s never stuck out to me.