Hiding Avatar Particle Effects in First-Person

It looks like this is already present in Studio?

If you turn on FFlagUserHideCharacterParticlesInFirstPerson

or check this ModuleScript

 

Thing is just like the Controller built-in scripts, once there was a survey about customization. But the only customization is to have to use scripts to patch where your particle has to be for the character.

3 Likes

What if Roblox starts to use attributes in their Scripts for the camera module so we can add a value to it like DisableOnFirstPerson so it can include some other models and stuff inserted in the character…? Since I have a model with BaseParts that insert into the character. Or this is not feasible?

This also reminded me of the Model.Visible property that we want to have in order tp hide characters and many Instances at once with just one toggle and without the need to worry about properties changing.

3 Likes

Finally! I can zoom in without being blinded!

2 Likes

This update is huge. Ghosdeeri is now usable

2 Likes

Amazing, especially since first person is so important for gameplay

3 Likes

This is great news, currently one workaround is to modify the Roblox Core “PlayerModule” and manually write code to hide this. But then you are stuck at whatever version you copied unless you get the new version every release and then re-modify the code, which can be a chore. :melting_face:
Glad this will be part of the core code, no more hacks necessary. :tada:

Perfect example with current Roblox Core code:


2 Likes

Is “EffectsFolder” a default folder object that will be created on all Character Parts or just the Humanoid Root Part by default? This folder will function as the repository for all Effects that will still be visible in First Person view? Just to clarify. :thinking:

2 Likes

We considered adding a Tag for marking instances that should not be hidden in the first person, but we were worried about its discoverability, so we thought that it would be best to stick with recommending the solution for how this is currently done for parts. We might revisit this in the future if we have a better way to expose constants like this from the PlayerScripts or if there is enough demand.

3 Likes

Sorry for the confusion, the EffectFolder is just a Folder I created in Workspace in my test place - This snippet is just part of the code to illustrate how to put effects in parts attached to the character rather than inside it.

2 Likes

Thank you, Ive been wanting this for a long time :fire: :ballot_box_with_check:

3 Likes

I said this under the initial release note, but this change adds the LocalTransparencyModifier property to these instances in case anyone was wondering

4 Likes

First off this is a fantastic update!

So could I use this LocalTransparencyModifier to script a custom “hide in first person” for effects already parented to a welded part? One of the games I work on uses a custom variation to the default roblox scripts meaning we won’t get this update without re-coding the new default scripts, it would be easier for us to have a script that could disable specific effects, most of which are already parented to a welded part due to other in-game functions. Due to some effects being scripted using the Emit function it’s not as easy to disable the effects each time the player switches into and out of first person.

4 Likes

Yup, and that’s exactly what the updated player scripts do. It looks through this table of classes, if the class matches, it hides it:

For hiding the instance:

From my very brief test (literally opening the game), it looks like the property is already enabled

2 Likes

If that’s basically all the default scripts have changed then maybe I can just copy over the new bits into our custom variation. Thanks :smiley:

3 Likes

Adding the LocalTransparencyModifier property to all these classes has already been fully released and can be used in your own custom camera and control scripts. If you want to look at how this is implemented in the default scripts, you can find it in the TransparencyController ModuleScript.

7 Likes

Ok, excellent, I was about ask why we couldn’t just use our own custom location. :joy:
Basically, just make sure the particle effect is not parented to any part of the player character model if you need the particle to stay visible?

4 Likes

Oooo, this is v useful - especially for VR players. Some particles can cause frame drops in first person. Thank you!

2 Likes

Pretty useful update, I had issues in the past with this and it will for sure help a lot of experiences.

2 Likes

sweeeeeet, now i can actually wear the hats that have particles without getting blocked by the particles

2 Likes

I don’t mind changes like this when we’re given solutions to avoid them if needs be (which we were, ty)

4 Likes