Look what I can do!

It might look ready but there are many edge cases and things like iOS releases and API approvals that need to happen.

You can call meā€¦

[spoiler]DARTH DAVIDII

[/spoiler]

[quote] You can call meā€¦

[spoiler]DARTH DAVIDII

[/spoiler] [/quote]

Needs more

Poof! Piff! Poof!

(That is to say, ParticleEmitter:Burst(int particleCount) is a thing.)

[quote] Poof! Piff! Poof!

(That is to say, ParticleEmitter:Burst(int particleCount) is a thing.) [/quote]

oooomgmmgmgmgmg yessss :DDD

Before:

After:

A pretty annoying thing I noticed day one is that the particles donā€™t seem to distribute correctly. Well, now they do.

Pretty fireworks!

Would it be possible to have a toggle for particles retaining absolute rotation?

This would be ultra helpful for things like rain and other weather conditions.

Since particles rotate in 2D space itā€™s meaningless to try and rotate them to match a 3D rotating part, so LockedToPart only affects the positions of the particles, not their rotation. I think this answers your concern.

Sorry for not clarifying. I didnā€™t mean it in relation to LockedToPart.

What I meant is that the particle has absolute rotation - when you move your camera, the particle rotates with the scenery.

Sorry for not clarifying. I didnā€™t mean it in relation to LockedToPart.

What I meant is that the particle has absolute rotation - when you move your camera, the particle rotates with the scenery.

[/quote]

Isnā€™t this difficult for the same reason? (I think?)

Sorry for not clarifying. I didnā€™t mean it in relation to LockedToPart.

What I meant is that the particle has absolute rotation - when you move your camera, the particle rotates with the scenery.

-snip-[/quote]

Isnā€™t this difficult for the same reason? (I think?)[/quote]

Could we at least restrict how the particles rotate?

Like, we could restrict them rotating on the Z axis (relative to the camera) to give them a sense of direction. For example, rain particles.

Sorry for not clarifying. I didnā€™t mean it in relation to LockedToPart.

What I meant is that the particle has absolute rotation - when you move your camera, the particle rotates with the scenery.

-snip-[/quote]

Isnā€™t this difficult for the same reason? (I think?)[/quote]

Could we at least restrict how the particles rotate?

Like, we could restrict them rotating on the Z axis (relative to the camera) to give them a sense of direction. For example, rain particles.

[/quote]

This is beyond the scope of my skillset and isnā€™t really particles anymore. Thatā€™s a 3D object. A particle is a 2D object with a 3D position.

Sorry for not clarifying. I didnā€™t mean it in relation to LockedToPart.

What I meant is that the particle has absolute rotation - when you move your camera, the particle rotates with the scenery.

-snip-[/quote]

Isnā€™t this difficult for the same reason? (I think?)[/quote]

Could we at least restrict how the particles rotate?

Like, we could restrict them rotating on the Z axis (relative to the camera) to give them a sense of direction. For example, rain particles.

ā€“snipā€“[/quote]

This is beyond the scope of my skillset and isnā€™t really particles anymore. Thatā€™s a 3D object. A particle is a 2D object with a 3D position.[/quote]

This.
Plus, raindrops should look the same from every angle anyway - and if youā€™re making raindrops big enough/slow enough to even notice the same angles on each one, youā€™re doing something wrong. =p

Sorry for not clarifying. I didnā€™t mean it in relation to LockedToPart.

What I meant is that the particle has absolute rotation - when you move your camera, the particle rotates with the scenery.

-snip-[/quote]

Isnā€™t this difficult for the same reason? (I think?)[/quote]

Could we at least restrict how the particles rotate?

Like, we could restrict them rotating on the Z axis (relative to the camera) to give them a sense of direction. For example, rain particles.

ā€“snipā€“[/quote]

This is beyond the scope of my skillset and isnā€™t really particles anymore. Thatā€™s a 3D object. A particle is a 2D object with a 3D position.[/quote]

This.
Plus, raindrops should look the same from every angle anyway - and if youā€™re making raindrops big enough/slow enough to even notice the same angles on each one, youā€™re doing something wrong. =p[/quote]

The problem with that

go outside and look up
it wouldnā€™t be an issue if you could lock the z axis

Iā€™m not saying this canā€™t be a thing, but itā€™s not particles.

Also, too lazy to make a .gif of this one, but Iā€™m adding in a EmissionDirection via NormalId just like SpotLight. So yeah.

Davidii, how could youā€¦

are just to awesome.

Thank you for these updates.

Any ETA on when these will come live? :smiley:

As Iā€™ve said many, many times, itā€™s at least two weeks from when I start mentioning stuff. This one may take a bit longer because thereā€™s a complicated thing I have to do with the bounding box of the particles (for culling).