Particle emitters with "VelocityPerpendicular" setting dont seem to face direction of the Emitter's perpendicular axis anymore?

About a few days ago I finished a few effects for a fighting game I was working on, and I used Particle Emitters for things like sword slashes and projectiles. They worked perfectly a few days ago

But today when I tested it in studio, the particle won’t rotate on its perpendicular axis. Originally when rotating the model, the particle’s orientation would rotate as well in all directions.

Because this is pretty recent, I haven’t been able to find anyone with the same problem (besides people with different issues surrounding VelocityPerpendicular). Regardless of which direction it’s facing, the particle’s perpendicular axis would stay the same.

Here’s a showcase of the behavior along with some pictures of the projectile’s parameters!
Video of the Projectile
Video of gameplay and weapon slash

(Before, the slash would follow the player’s rotation. Hopefully I missed something and this isn’t an engine issue!)

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i have the same problem unfortunately i think it has to do with how roblox handles “VelocityPerpendicular”(it doesnt like to face one direction when pointing up). try turning it a bit on the perpendicular axis

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i just looked at the video again i think your better off using velocity parallel
and changing the side it emits from

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I actually thought the same thing, but when testing it doesn’t have the same cleanliness it had before. Beforehand it was a clean vertical slash, and I genuinely can’t tell if I changed something without noticing earlier or if the Roblox devs tinkered with Particle Emitters.

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so is the velocity set to 0? if so make it 0.01
if that doesn’t help I highly suggest using velocity parallel or just making a new emitter

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Velocity parallel has completely different behavior than velocity perpendicular.
Just recently this change was made, it’s clearly a bug. For years it moved with the emitter’s parent’s orientation, and only recently this changed.

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Honestly that’s a relief, I was worried that I broke something without knowing! Should I wait for the bug to be fixed and then link the original bug as a solution?

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Likely.
It broke 2 days ago when an engineer fixed a different (more minor) issue regarding vperp particles.
You can find it in my recent replies.

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