Oh by the way I’m curious about how you implemented the particle streams specifically the collisions. For my game I first wanted to detect collisions with the flame particles, but it didn’t seem possible to get some sort of collision info from the GPUParticles3D, understandable since this runs as GPU code it can be hard to get this back to the CPU. So I just tweened an Area3D mimicking the visuals.
I glanced over your code under scenes/collisions but it’s a bit late, I’m too tired to properly understand something that complex 😅 You compute some sort of collision area based on the positions of the particles? I’ll take a look at the project tomorrow it’ll probably make more sense with the full picture.