When changing ParticleEmitter.Timescale, existing particles can only have their speed adjusted once, before immediately dissapearing the next time Timescale is changed
Consistent 100% of the time
The video above has code to set Timescale to 0.1 when E is held down, and goes back to 1 when released.
Thank you for bringing this to our attention!
We understand there are concerns regarding the ParticleEmitter.Timescale behavior following recent updates. While these changes aimed to enhance the overall system, we recognize they may have impacted certain functionalities. Could you please share more about the specific effects you were aiming to achieve and the importance of this feature to your project? Your insights are crucial for us as we consider the next steps.
i personally really like having slow motion / hitstop effects in my game
currently, i cant use these without compromising on my visual effects, as the more i slow things down, the faster they disappear
this issue becomes even more noticeable when players use the frame-stepping features in my training mode
We know why this is happening and have a few ideas how we can fix it without breaking/reverting the previous fixes. We’ll work on that in the next few weeks. I’ll post here an update once it’s ready.
Thanks again for bringing it to our attention. We were discussing the possibility of such effect a month ago, but were not sure if anyone actually uses the Timescale this way.
Hey, wanted to drop in and say this is affecting our game’s effects as well
Take a look at the wind shockwaves below my character right after the jump; they’re supposed to go back to normal speed, but they just disappear. Would love to see a fix soon!