Comments (2)
I don't think it's possible, you can define a seed but it's not based on the position of the scatter node.
The scatter node inherits from a Node3D, so you can attach it to another moving node, you have to play with the "force update" setting or other parameters, but it's not very efficient.
Actually, you can easily create a large scatter node and apply a visibility range to the scatter item, to make the element appear only around the camera.
from scatter.
Maybe, yeah. I am just slightly confused by a few things. For example i thought that gpu instanced objects can only be culled if none of the objects are on screen anymore. However i am getting better fps the the less grass i have on screen (from the same scatter node). Am i just misstaken? Is the gpu instancing working? And how could i check that myself?
from scatter.
Related Issues (20)
- Cache Issue HOT 4
- How to add NavigationObtacle3D from ScatterItem source scene HOT 1
- Duplicating ProtonScatter node results in a crash. HOT 6
- Game crashes if scatter gets removed while rebuilding HOT 4
- Attempt to call function 'get_icon' in base 'null instance' on a null instance HOT 1
- Proton Scatter dont appear on debug view + crash
- When running the game, some of the Scatter nodes aren't working
- Wrong initial scale on Y
- GODOT 4.3 DEV5 error when project open HOT 4
- Terrain3d and collider mask HOT 1
- Really long load times and lagging HOT 1
- Godot 4.2.1 - On reload of project, all ProtonScatter nodes change to disabled HOT 2
- Modifier to change exported variables value
- Collission CGS meshes HOT 1
- Getting error : Adding 'CollisionShape3D' as child to '' will make owner '' inconsistent. HOT 3
- Ignored parameter "mesh_instance/visibility_range_begin" on asset HOT 5
- Godot 4.3-beta2: "Script export type must be a global class." (modifier_stack.gd, line 15) HOT 2
- scale is wrong HOT 10
- Crashes Godot 4.3 RC1 shortly after loading
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from scatter.