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As a Roblox developer, it is currently too hard to … attach events to the creation of new particles from the emitter and modify it
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If this issue is addressed, it would improve my development experience because … we can freely access and modify particles created by the particleemitter to a larger extent
3 Likes
Do you mean when a new particle emits, you can connect it to a function, and then, directly change the color, size, etc of that specific particle?
1 Like
I’d like to be able to set a callback when the ParticleEmitter updates, too, and change the particle position, velocity, etc. Could see using something like that to add turbulence:
emitter:SetParticleSteppedCallback(function(particles)
for k, p in particles do
p.Position += Vector3.new(math.noise(p.Position.X), math.noise(p.Position.Y), math.noise(p.Position.Z);
end
end);