How about coding a bunch of instances that has a decal of the particle on them, and tweening them to move positions and become smaller?
Is this bound to cause performance issues? What if I reused the same parts?
How about coding a bunch of instances that has a decal of the particle on them, and tweening them to move positions and become smaller?
Is this bound to cause performance issues? What if I reused the same parts?
Maybe you could use some kind of transparent sprite overlay (this may not be the technical term). A sprite is multiple images (stored as one image) that appear one after another giving the impression of movement. Maybe you can find a particle sprite that you can put over the part. Just an idea.
You can also try a WorldModel, but I don’t know if that works.
Also, yes, I assume performance issues could happen, but it may be possible and not cause any issues if you do a good job scripting it (I think).