Particles being misleading

I am currently making a damage system, and i’m trying to make hit particles. This is what it should look like: https://gyazo.com/a6d250c459f520b633774b2a3674be86

This is what it is in game: https://gyazo.com/0a69786d986da5c3c7904d368373f624

It’s very transparent, and not how I want it to look. Here is the script:

	spawn(function()
		if damagetable.Particle then
			local hitparticle = script.HitParticle.Attachment:Clone()
			for i,v in pairs (hitparticle:GetChildren()) do
				if v:IsA("ParticleEmitter") then
					v.TimeScale = 2
				end
			end
			hitparticle.Parent = hitchar.Torso
			wait(0.7)
			hitparticle:Destroy()
		end
	end)

If the particle attachment is needed, let me know.

To give more context, the transparency looks different between in studio and in game, as you can compare between the two clips.

Probably because of this line, you’re destroying the hitparticle variable alone while you’re attempting to get all of its children inside after 0.7 seconds have passed which is why everything’s getting destroyed in such a short span of time

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I found out the issue, studio and game quality differs, so using :Emit() can keep the same quality between each.