I have a set of keybinding flamethrowers in the studio, that are meant to shoot particles, which 2/3 of them do.
For some reason, the top ones don’t, even if the prints show that it emits and ends.
I’m not sure if it’s a visual bug, or if it doesn’t see the particles in the model itself.
Here’s the script itself:
local userInputService = game:GetService("UserInputService")
local particles = game.Workspace.Fountains.FlameSemi1.cannon.particleCore
function emit()
for number,index in pairs(particles:GetChildren()) do
if index:IsA("ParticleEmitter") then
index.Enabled = not index.Enabled
end
end
end
userInputService.InputBegan:Connect(function(input, gp)
if gp then return end
if input.KeyCode == Enum.KeyCode.Semicolon then
emit()
print("emit")
end
end)
userInputService.InputEnded:Connect(function(input, gp)
if gp then return end
if input.KeyCode == Enum.KeyCode.Semicolon then
emit()
print("end")
end
end)
What are your Studio or Game graphics settings? Are they at the max?
Do they emit when you move the camera closer?
Are you absolutely sure the affected ParticleEmitters are in game.Workspace.Fountains.FlameSemi1.cannon.particleCore
Roblox tends to cut off things like Lights or Particle effects at a distance. How far do you think the ParticleEmitter is from the Camera?
When I go into Play, the graphics are at max, they show up in Studio, but not the Game.
At any distance, they don’t emit, yet enabling them in the studio shows correctly.
The affected particles are exactly where I told them to look, so I’m not sure what the issue is.
Maybe there are too many particle emitters in the game.
What is your Graphics setting while playing (not testing in Studio) the published game?
If you manually set it to 10 instead of Automatic is there a difference?