[gd_scene format=3] ; Bull hoof dust — the little kick-up under each hoof while moving. Continuous (not one-shot): ; the player instances one per hoof, positions it, and toggles `emitting`. Charge sprint bumps ; scale/velocity in code. Tune the look here; see systems/fx/README.md. [sub_resource type="StandardMaterial3D" id="mat"] transparency = 1 cull_mode = 2 shading_mode = 0 vertex_color_use_as_albedo = true [sub_resource type="SphereMesh" id="mesh"] material = SubResource("mat") radius = 0.07 height = 0.14 radial_segments = 4 rings = 2 [sub_resource type="Curve" id="curve"] _data = [Vector2(0, 0.2), 0.0, 0.0, 0, 0, Vector2(0.4, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0] point_count = 3 [sub_resource type="Gradient" id="grad"] colors = PackedColorArray(0.94, 0.9, 0.83, 1, 0.94, 0.9, 0.83, 0) [node name="bull_hoof_dust" type="CPUParticles3D"] emitting = false amount = 12 lifetime = 0.9 local_coords = false explosiveness = 0.35 randomness = 0.6 mesh = SubResource("mesh") direction = Vector3(0, 1, 0) spread = 45.0 gravity = Vector3(0, -1.5, 0) initial_velocity_min = 0.8 initial_velocity_max = 1.8 scale_amount_min = 0.2 scale_amount_max = 0.4 scale_amount_curve = SubResource("curve") color_ramp = SubResource("grad")