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favicon.ico: docs.godotengine.org/en/stable/tutorials/3d/particles/complex_shapes.html - Complex emission shapes  Godot.

site address: docs.godotengine.org/en/stable/tutorials/3d/particles/complex_shapes.html

site title: Complex emission shapes Godot Engine (stable) documentation in English

Our opinion (on Saturday 18 July 2026 6:24:15 UTC):

GREEN status (no comments) - no comments

Meta tags:
description=Complex emission shapes When it is not enough to emit particles from one of the simple shapes available in the process material, Godot provides a way to emit particles from arbitrary, complex shape...;

Headings (most frequently used words):

emission, complex, shapes, shape, textures, user, contributed, notes,

Text of the page (most frequently used words):
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gltfskin, gltfskeleton, gltfphysicsshape, gltfphysicsbody, gltfnode, gltfmesh, gltflight, gltfdocumentextensionconvertimportermesh, gltfdocumentextension, gltfdocument, gltfcamera, gltfbufferview, gltfanimation, gltfaccessor, fontvariation, fontfile, foldablegroup, fogmaterial, fbxstate, fbxdocument, fastnoiselite, externaltexture, drawabletexture2d, dpitexture, cylindershape3d, cylindermesh, curvexyztexture, curvetexture, cubemaparray, cubemap, csharpscript, cryptokey, convexpolygonshape3d, convexpolygonshape2d, concavepolygonshape3d, concavepolygonshape2d, compressedtexturelayered, compressedtexture3d, compressedtexture2darray, compressedtexture2d, compressedcubemaparray, compressedcubemap, compositoreffect, colorpalette, codehighlighter, circleshape2d, capsuleshape3d, capsuleshape2d, capsulemesh, canvastexture, canvasitemmaterial, cameratexture, cameraattributespractical, cameraattributesphysical, cameraattributes, buttongroup, boxshape3d, boxoccluder3d, boxmesh, bonemap, 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ts large world coordinates why use large world coordinates how large world coordinates work who are large world coordinates for enabling large world coordinates compatibility between single precision and double precision builds known incompatibilities limitations physics interpolation quick start guide introduction physics ticks and rendered frames what can we do about frames and ticks being out of sync using physics interpolation turn on the physics interpolation setting move almost all game logic from _process to _physics_process ensure that all indirect movement happens during physics ticks choose a physics tick rate call reset_physics_interpolation when teleporting objects testing and debugging tips advanced physics interpolation exceptions to automatic physics interpolation 2d and 3d physics interpolation 2d particles other troubleshooting physics issues objects are passing through each other at high speeds stacked objects are unstable and wobbly scaled physics bodies or collision shapes do not collide correctly thin objects are wobbly when resting on the floor cylinder collision shapes are unstable vehiclebody simulation is unstable especially at high speeds collision results in bumps when an object moves across tiles framerate drops when an object touches another object framerate suddenly drops to a very low value beyond a certain amount of physics simulation physics simulation is unreliable when far away from the world origin platform specific linux wayland x11 overview when to use wayland changing the display server setting disabling libdecor loading high dynamic range support android godot android library using the godot android library godot android plugins embedding godot in existing android projects godot android plugins introduction android plugin building a v2 android plugin packaging a v2 android plugin using a v2 android plugin reference implementations tips and guidelines android in app purchases usage integrating with android apis javaclasswrapper godot singleton androidruntime plugin resolving crashes on android getting native debug symbols for official templates getting native debug symbols for custom builds uploading symbols to google play console manually symbolicating crash logs ios plugins creating ios plugins loading and using an existing plugin creating an ios plugin web the javascriptbridge singleton interacting with javascript callbacks can i use my favorite library the eval interface downloading files html5 shell class reference engine engine configuration custom html page for web export setup starting the project customizing the behavior customizing the presentation debugging plugins editor plugins installing plugins finding plugins installing a plugin enabling a plugin making plugins about plugins creating a plugin a custom node a custom dock registering autoloads singletons in plugins using sub plugins going beyond making main screen plugins what this tutorial covers initializing the plugin main screen scene update the plugin script try the plugin import plugins introduction configuration the editorimportplugin class options and presets the import method platform variants and generated files trying the plugin 3d gizmo plugins introduction the editornode3dgizmoplugin simple approach alternative approach inspector plugins setting up your plugin interacting with the inspector adding an interface to edit properties visual shader plugins running code in the editor what is tool how to use tool important information debugging try tool out editing variables getting notified when arrays or dictionaries change getting notified when resources change reporting node configuration warnings running one off scripts using editorscript instancing scenes rendering overview of renderers introduction renderers rendering drivers and renderingdevice choosing a renderer switching between renderers feature comparison overall comparison lights and shadows global illumination environment and post processing antialiasing standardmaterial features shader features other features using viewports introduction input listener cameras 2d 3d scale stretching worlds capture viewport container rendering render target multiple resolutions the problem of multiple resolutions one size fits all base size resizing stretch settings stretch mode stretch aspect stretch scale stretch scale mode common use case scenarios desktop game mobile game in landscape mode mobile game in portrait mode non game application hidpi support font and image oversampling reducing aliasing on downsampling handling aspect ratios field of view scaling scaling 2d and 3d elements differently fixing jitter stutter and input lag what is jitter stutter and input lag distinguishing between jitter and stutter jitter stutter windows linux macos android ios input lag project configuration hardware os specific reporting jitter stutter or input lag problems the compositor compositor effects using drawabletextures basic rectangle blitting blend modes and texture blit shaders using multiple blits in a single texture example 1 simple painting hdr output enabling hdr output in your project using hdr output in godot hdr output in the godot editor hdr output fundamentals designing for hdr output using output max linear value using tonemapping why not mix output max linear value with other techniques absolute luminance values reference white luminance maximum luminance output max linear value in practice not all screens are equal scripting gdscript gdscript reference history example of gdscript identifiers keywords operators literals annotations comments code regions line continuation built in types variables constants functions statements and control flow classes exports properties setters and getters tool mode memory management signals assert keyword gdscript an introduction to dynamic languages about dynamic nature arrays dictionaries for while while custom iterators duck typing gdscript exported properties basic use grouping exports strings as paths strings as input actions limiting editor input ranges adding suffixes and handling degrees radians linking vector values together floats with easing hint colors nodes resources exporting bit flags exporting enums exporting arrays export_storage export_custom export_tool_button setting exported variables from a tool script reading an exported variable s value early on advanced exports gdscript documentation comments documenting a script documenting script members complete script example deprecated and experimental tags bbcode and class reference gdscript style guide formatting naming conventions code order static typing static typing in gdscript a brief look at static typing how to use static typing typed or dynamic stick to one style warning system common unsafe operations and their safe counterparts cases where you can t specify types summary gdscript warning system gdscript format strings format strings multiple placeholders format specifiers padding escape sequence string format method string concatenation c net c basics introduction prerequisites configuring an external editor creating a c script project setup and workflow example general differences between c and gdscript current gotchas and known issues common pitfalls performance of c in godot using nuget packages in godot profiling your c code c language features type conversion and casting preprocessor defines c style guide language specification formatting naming conventions member variables local variables implicitly typed local variables other considerations c diagnostics gd0001 missing partial modifier on declaration of type that derives from godotobject gd0002 missing partial modifier on declaration of type which contains nested classes that derive from godotobject gd0003 found multiple classes with the same name in the same script file gd0101 the exported member is static gd0102 the type of the exported member is not supported gd0103 the exported member is read only gd0104 the exported property is write only gd0105 the exported property is an indexer gd0106 the exported property is an explicit interface implementation gd0107 types not derived from node should not export node members gd0108 the exported tool button is not in a tool class gd0109 the exporttoolbutton attribute cannot be used with another export attribute gd0110 the exported tool button is not a callable gd0111 the exported tool button must be an expression bodied property gd0201 the name of the delegate must end with eventhandler gd0202 the parameter of the delegate signature of the signal is not supported gd0203 the delegate signature of the signal must return void gd0301 the generic type argument must be a variant compatible type gd0302 the generic type parameter must be annotated with the mustbevariant attribute gd0303 the parent symbol of a type argument that must be variant compatible was not handled gd0401 the class must derive from godot godotobject or a derived class gd0402 the class must not be generic godot api for c c api differences to gdscript c collections c variant c signals c exported properties c global classes c platform support c godot cpp about godot cpp differences between godot cpp and c modules version compatibility getting started workflow overview example project setting up the project creating a simple plugin compiling the plugin using the gdextension module adding properties signals next steps build system main build system working with scons secondary build system working with cmake core functions and types common functions and macros core types variant class object class adding documentation writing and styling documentation publishing documentation online other languages core features how to read the godot api inheritance brief description description tutorials properties methods signals enumerations constants property descriptions method descriptions debug overview of debugging tools output panel debugger panel the profiler using the objectdb profiler custom performance monitors idle and physics processing groups managing groups nodes and scene instances getting nodes node paths creating nodes instancing scenes overridable functions cross language scripting instantiating nodes accessing fields calling methods connecting to signals inheritance creating script templates locating the templates default behavior and overriding it default template list of template placeholders evaluating expressions basic usage passing variables to an expression setting a base instance for the expression example script built in functions change scenes manually instancing with signals shooting example pausing games and process mode introduction how pausing works process modes pause menu example file system introduction implementation project godot path delimiter resource path user path host file system drawbacks resources nodes and resources external vs built in loading resources from code loading scenes freeing resources creating your own resources singletons autoload introduction autoload custom scene switcher using scenetree introduction mainloop scenetree root viewport scene tree tree order becoming active by entering the scene tree changing current scene scene unique nodes introduction creation and usage same scene limitation alternatives logging printing messages project settings built in file logging script backtraces crash backtraces creating custom loggers shaders introduction to shaders shaders in godot shader types render modes vertex processor fragment processor light processor shading reference shading language introduction data types arrays constants structs operators flow control discarding functions varyings interpolation qualifiers uniforms built in variables built in functions built in shader functions trigonometric functions exponential and math functions geometric functions comparison functions texture functions packing and unpacking functions bitwise functions shader preprocessor why use a shader preprocessor directives built in defines spatial shaders render modes stencil modes built ins global built ins vertex built ins fragment built ins light built ins canvasitem shaders render modes built ins global built ins vertex built ins fragment built ins light built ins sdf functions particle shaders render modes built ins global built ins start and process built ins start built ins process built ins process functions sky shaders render modes built ins global built ins sky built ins fog shaders built ins global built ins fog built ins texture blit shaders render modes built ins global built ins blit built ins your first shader your first 2d shader introduction setup your first canvasitem shader your first fragment function your first vertex function conclusion your first 3d shader where to assign my material setting up shader magic noise heightmap uniforms interacting with light full code your second 3d shader your first spatial fragment function animating with time advanced effects waves using visualshaders creating a visualshader using the visual shader editor visual shader node interface visual shader nodes expression node reroute node fresnel node boolean node if node switch node mesh emitter using compute shaders create a local renderingdevice provide input data defining a compute pipeline execute a compute shader retrieving results freeing memory screen reading shaders introduction screen texture screen texture example behind the scenes back buffer logic depth texture normal roughness texture redefining screen textures converting glsl to godot shaders glsl shader programs vertex attributes gl_position varyings main macros variables coordinates precision shadertoy types mainimage variables coordinates the book of shaders types main variables coordinates shaders style guide formatting encoding and special characters indentation line breaks and blank lines blank lines line length one statement per line comment spacing documentation comments whitespace floating point numbers accessing vector members naming conventions functions and variables constants preprocessor directives applying formatting automatically code order local variables using a subviewport as a texture introduction setting up the scene setting up the subviewport applying the texture making the planet texture coloring the planet making an ocean custom post processing introduction single pass post processing multi pass post processing advanced post processing introduction full screen quad depth texture example shader an optimization making trees start with a tree paint with vertex colors write a custom shader for the leaves improving the shader user interface ui ui building blocks size and anchors centering a control anchor presets using containers container layout sizing options container types creating custom containers custom gui controls so many controls drawing sizing input keyboard controller navigation and focus node settings necessary code control node gallery gui skinning and themes introdu...
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