THE PARTICLE EMITTERS ARE AMAZING. TRULY. But their full potential would be unlocked with the following things!
[ul]
[]Local space acceleration
[]Burst(particleCount) function
[]Local space lock (e.g., particles move with their parent)
[]Enum ParticleDirectionMode [0 = Global, 1 = Local] and
[*]Vector3 ParticleDirection (these two instead of just going towards top of part
[/ul]
[quote] Does… does no one think these are good ideas?
I can think of a billion more use cases with these properties. [/quote]
I do think the particle system is incomplete, however this is exactly as it was displayed when first showcased, so I wasn’t expecting anything new aside from what we got.
[quote] I do think the particle system is incomplete, however this is exactly as it was displayed when first showcased, so I wasn’t expecting anything new aside from what we got. [/quote]I have an old build that seems to have more properties than what is displayed with the current one.
I’d very much like to see a direction property where the default is 0, 1, 0 and it would work in local space, you can’t achieve this any other way unless you change the orientation of the part. I’m also having issues with the spread of the spawn, there should be a spread modifier either a number of Vector3 that would multiply the parts corresponding axis to determine its spawn position.
To be honest, I’d like to see an Advanced section for all Instance types that isn’t shown by default and has to be toggles in settings. This way, everything would still work out of the box but if we wanted a bit more control we could enable it.
I am very reluctant to bring in the explicit velocity vector. This will complicate the particle simulation unnecessarily, whereas simply rotating the parent yields the same result.
As for local acceleration - you can easily script that by rotating the acceleration vector by the inverse of the parent’s cframe in RenderStepped. A separate property for local acceleration made sense when our artists used the prototype to redesign the stock particles.
‘Burst Mode’ can be implemented by either flipping ‘Enabled’ on/off or briefly flashing the ‘Rate’ to some number and back to zero. A bound method - maybe later.
Motion Inheritance - there might be an issues with overall usefulness of the feature. Internally it exists only because Forcefield needs it. But we’ll see what we can do.
i’d also like the particles to come directly from the center of the part, instead of picking random points on the surface of the part, so that you can make thin lines.
it may be a small change, but would be very useful.