Performance Friendly Fireflies In Game

I want to make performance-friendly fireflies (bugs) which are synced between clients. However, I am not sure how to go about it. I want my fireflies to be as simple as an attachment with a yellow-ish glowing particle emitter that is childed to a basic part. The only problem is that I want my fireflies to recognize meshes and roblox terrain in order to avoid flying through in-game assets and terrain.

My theoretical solution is this:

  1. Use pre-configured TweenService animation instances and play them in a sequence on the fireflies’ parent part to simulate their bug-like motions
  2. Use raycasting to check if they are going to run into Roblox Terrain or mesh parts.
  3. Have their animation goal position change if they are going to run into a wall. e.g. ray discovers terrain or mesh 2 studs in front, client animates firefly upward, leftward, rightward, or backward away from the terrain or mesh.
  4. Have all clients play the same series of Tween animations so that Player A and Player B see firefly C in the same area.

I really haven’t done this much programming for an aesthetic feature in-game, but I think it will be worth it. Fantastic Frontier and other fantasy games do it, so I also want to add it to improve the atmosphere of the game and make it more dynamic and whimsical.

Any help would be much appreciated! I am not looking for actual code, just performance-friendly ideas. Apologies if this was the wrong category—I wasn’t sure where to post.

Nvm, use this:
https://www.google.com/url?sa=t&source=web&rct=j&url=https://devforum.roblox.com/t/part-emitter-create-particle-effects-that-can-interact-with-their-surroundings/1733094&ved=2ahUKEwj4x8HG2aL6AhXSwosKHZByAykQFnoECA0QAQ&usg=AOvVaw3crPYKsBWzLUJdBmNHmLpp
It creats actuall psyhic parts as particles