(Bullet Tracers) Trail "Wrap" texture mode causing "phantom" effects

I am trying to create bullet trails using Trails. The trail is attached to a bullet part. When a player fires a weapon, the bullet moves in around 4000 studs / second, meaning around 100 studs per frame (in 60 FPS).

Previously, I use “Stretch” texture mode for the trail. However this creates a problem where the trail is not really visible in first person if the bullet moves too far away. As seen below, the trail is only visible when a player hits something at close range.

Therefore, I have decided to switch to “Wrap” mode, the trial is much more visible in first person.

However, in third-person, there is a visible “phantom” effect, where the trail “loops” itself while it is within its MaxRange property, making it look like there are 2 bullet tracers while only 1 was fired.

As seen in the video, the pink part is the bullet where the trail is attached to. At the second frame after the weapon is fired, the tracer exceeded its max length and did not despawn as intended. At the first frame, the bullet has traveled 100 studs. At the second frame, it traveled 200 studs. These are the properties of the trail:

TextureLength: 100
Lifetime: 10
MaxLength: 100
MinLength: 0

I have tried to adjust the properties above but it resulted in similar result.

This is the structure of the bullet and trail:
image

Is this more like an engine bug that I have to cope with or there are settings that I can make it work seamlessly?

keep it as “stretch”, but make the texturelength change depending on distance

Could you just use a ParticleEmitter and Squash the Particle?
ParticleEmitters can be called on to just fire 1 time using :Emit(1)

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