That’s happening because i didn’t make code for particles to look along surface when colliding. Never noticed it was a issue because i mostly used parts with sphere shape. I’ll try to fix it and i’ll notify you when it’s fixed.
Ok, thank you!
this text will be under my main text
Your issue should now be fixed. Install the newest version of the module and see if the problem is still there. Reply if you need additional help.
It works! Thanks for the fast and quick fix!
What am I doing wrong? I don’t get it
wait(2)
print("AWAKEN!")
local caca = workspace:WaitForChild("imbeging")
local e = caca:WaitForChild("E")
local fufu = P3D.new()
fufu.Part = script.P
fufu.EmmiterObject = e
fufu.Rate = 5
fufu.LifeTime = NumberRange.new(20, 40)
fufu.Folder = workspace:WaitForChild("Particles")
fufu.Enabled = true
Nothing happens, no errors, no instances in the explorer, NOTHING.
(The part is literally copied from your demo place)
I found what causes the bug. It was due to the Emision function clamping the particles rate. It is now fixed in the newest version v4.02
Ah ok I was going slightly insane, thanks!
Is there a documentation for this module? I’m having a lot of trouble figuring parameters for functions and such lol.
Also I’m guessing what’s possible to do on collision is very limited since its paralell luau
(Wanted to play a sound effect)
In terms of performance using spheres is pretty expensive a similar effect can be achieved by using a billboard gui adorned on a object. Additionally, a block is 16 polygons, so using a plane of 2-4 polygons would be the epitome of efficiency.
I know this sounds completey backwards but a while back I tried making a system that used billboard gui’s as LOD for my trees, and surprisingly found they had much worse performance than the trees (despite the trees having a lot of tris)
Try using beams, I think those should perform better.
awesome module! the disadvantages are very minimal for me apart from one elephant in the room: particles dont cope well with mesh parts at all. it has meant i have to resort to using collision groups within my map and just have the particles collide with predetermined flat surfaces and player characters instead of every model, but of course I can manually configure collision surfaces to compensate for the incompatibility with meshes. very well optimised tho and brilliantly coded, easily in the top modules ive used by complexity & efficiency
Hi
This doesn’t seem to detect collisions on terrain.
Any chance this would be added anytime soon?
Kinda a dealbreaker for my maps that use a ton of SmoothTerrain.
Great work overall, thanks for releasing this.
Sadly no. I never thought of implementing that. And that’s because it is kinda complicated, as the terrain is represented as voxels, but then the terrain gets smoothed out. I would need to find out how smooth terrain is calculated by Roblox. But if you really need collisions with terrain, i could make the particles collide with the voxels, which won’t look good but that will be atleast something.
Perhaps ray/shapecasting would be easier?
If roblox added instant detection to the shapecast it’d be kinda trivial to implement I think. For now it could maybe work if you shapecast from some place higher up and down. Like previous position or so.