This feature would still be useful! We need this!
Please add this feature!! I couldn’t make the engaging UI experience that I had in mind because of this limitation with viewport frames.
Tools in ViewPortFrame PLSSSSSSSSSS
I hope this gets considered as a to-add feature as I’m in need of this feature currently, as I wish to demonstrate in-game items with particle effects in them. Found out that ViewportFrames don’t support the rendering of ParticleEmitters.
Bumping this for a third time with the addition of the new issue/FR triaging tools. In 2019 I was told that this was not on the roadmap for the foreseeable future. Lots of things that, at the time, were not on the roadmap have been released. Can this be evaluated? It’s still a major blocking issue for my adoption of ViewportFrames.
It’s probably a bit late but I actually made a simple version of a viewport frame particles that people could use. The code is bad as it was made couple years ago now.
You can probably look into it if you guys need any features from lmk.
The current ViewpartEmitter uses tweens which…was a huge mistake on my part. I don’t know if this is something that people use so never really bothered updating it.
It really has always been possible to have custom particles inside a viewport frame. You just have to be patient enough to create it.
Bump, would be useful feat to me right now.
Bump.
As a fullstack programmer and visual effects designer, this would be phenomenal! It would allow for even more modern, advanced UI, such as showcasing an ability within the frame, or a cosmetic.
bump
it has been four years since this topic was created, please add particle support in viewport frames
Roblox should overall update viewport frames. Not only particles, but also proper neon material and better lighting.
I disagree. This hurts performance far too much and is not going to improve the experience in any way.
Do you have any evidence that particles are a significant rendering cost? From what I know from my experience of scouring Microprofiler graphs, usually the most expensive part of the scene is rendering opaque geometry (Id_Opaque
label) like Part
s and MeshPart
s, which literally make up most of the game world. Meanwhile, I’ve never seen a significant amount of rendering time go to particles. You can check yourself by looking for the Id_Transparent
Microprofiler label.
There’s plenty of ways people’s game’s can be improved by this feature, just look at this thread, for instance:
As you can see, @bryanf84 is extremely distraught by this feature not existing, shown by them repeating the emoji combination “” 3 times whole times, truly a praying-pleading moment. Please! Help bryan make an engaging UI experience!
Your first issue is this. Why are you using it for UI? This is highly illogical.
Maybe they want a 3D UI effect that always draws over the game environment so it doesn’t clip into anything? Like, 3D text, for example, or a 3D background for UI, just generally anything 3D that, if it was 2D, would be made up of UI elements.
If we are specifically talking about usecases specifically with particles, maybe they want an item preview for an item with stylized particle effects? 3D backgrounds yet again like an erupting volcano? Honestly, you never really know what you’re missing out on until you have the capability to experiment and have the gift of hindsight
This would be a great convenience, please do. Beams as well.
I quite literally just set up an inventory system using a part with particle emitters inside it for each item to display the different particles the player can purchase and found out the hard way that it’s literally not supported and is not a feature. This would be really REALLY helpful but now I’m going to have to go into photoshop and make 84 unique image icons for each.
Very upsetting.
This would be really useful for my main menu i’m making right now. Wish this was a thing
ay! 5 years now
please add particles in view port frames
I want this and I need this please!
Bumping this, we really need this badly! This will improve my loading screen by alot! But for now, I guess I can use a low quality spritesheet animation to manually make these particles…