About Particle Collision

I want particles to bounce off or disappear upon contact with ground tiles, but neither the “Rigid” nor “Hide On Contact” settings in GPUParticles2D’s collision configuration have any effect, and the tiles (along with other collisions) are being penetrated. How can I make the collision settings work?

The “SDF Collision” option doesn’t work on its own, but enabling it while using “LightOccluder2D” makes the collision function properly. Is there no other way?

Set the Particle Collision > Mode to Rigid.

Enable SDF Collision in Tileset Settings > Rendering > Occlusion Layers.

This should cause collisions, but is it not working?

In the sample project’s Advanced Sample: Side-Scroller Mouse Shooter, cartridge shell particles (gun_case.tscn) are emitted during shooting, and the cartridge shell particles are configured to collide with the scene’s BaseLayer. I just tested it, and it appeared to be working correctly, so this might be helpful as a reference.

Thank you for your response.
The issue was that I hadn’t created a polygon for the “Occlusion Layer” in the tile settings.
After creating a polygon under “Occlusion Layer 0,” it worked normally.

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