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]
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 donāt 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 itās 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 didnāt 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 didnāt 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]
Isnāt this difficult for the same reason? (I think?)
Sorry for not clarifying. I didnāt 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]
Isnāt 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 didnāt 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]
Isnāt 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 isnāt really particles anymore. Thatās a 3D object. A particle is a 2D object with a 3D position.
Sorry for not clarifying. I didnāt 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]
Isnāt 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.
āsnipā[/quote]
This is beyond the scope of my skillset and isnāt really particles anymore. Thatās 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 youāre making raindrops big enough/slow enough to even notice the same angles on each one, youāre doing something wrong. =p
Sorry for not clarifying. I didnāt 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]
Isnāt 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.
āsnipā[/quote]
This is beyond the scope of my skillset and isnāt really particles anymore. Thatās 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 youāre making raindrops big enough/slow enough to even notice the same angles on each one, youāre doing something wrong. =p[/quote]
The problem with that
go outside and look up
it wouldnāt be an issue if you could lock the z axis
Iām not saying this canāt be a thing, but itās not particles.
Also, too lazy to make a .gif of this one, but Iām 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?
As Iāve said many, many times, itās at least two weeks from when I start mentioning stuff. This one may take a bit longer because thereās a complicated thing I have to do with the bounding box of the particles (for culling).