Bullet tracers, lack visibility

Hello everyone, Recently, I’ve encountered a issue, with the way that my “bullet tracers” are structured. since they use beams, the person using the gun won’t be able to see the bullet tracers after it travels, a certain distance. this is due to the fact that, beams disappear at angles. I was wondering if there we’re any solutions. thanks for reading, have a good day.

A video of the so called “issue”:

Another examble:

External Media

As you can see, the bullet is only visible when initially spawned in, and after just disappears.

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Decided to change it to a basepart instead, if anyone has a solutions, feel free to post it!

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I don’t think the visibility is the problem. I use beams for tracers and they are visible at far distances.

From the video it looks to me like the repeat shot is replacing the previous shot and not letting the beam ‘travel’ before being replaced by the next one. IDK if that is what is actually happening or not.

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watch the second video for a better example, and no that isn’t the issue. thanks for the reply!!

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Hmm, ok, I use a beam the entire length of the travel(it doesn’t move with the bullet) so maybe that is why mine is visible.

I have noticed that larger beams are visible far farther away. I wish it didn’t work that way.

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I did some testing and it seems to be related to the transparency in the texture. If you make a beam with no texture(or a solid square texture) it is visible from much farther away.

Seems to be averaging the pixels at the high angle of view and coming up with transparency as the average.

about 50 studs, no texture(left), transparent fade texture(right)

almost 100 studs, the one with transparency is gone:

So, if its not too hideous, try using a square or no texture beam. Might look more like star wars laser shots though.

setting the brightness on the textured one to 10 got me out to about 100 before it vanished.

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Omg thank u so much, but i still set it to a meshpart instead!

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