Now initially, I have much experience with projectiles, raycasted, cframed, lerped, and even using body velocities, but I was wondering if there was a way to create a projectile method other than BV’s that would allow a trail to move freely as it does “naturally”(Meaning how it would move if you were to move a part with a trail in studio) over being CFramed or when it is moved in loop. I was wondering what ideas you all would have to give. Any guidance is appreciated, thank you.
If you’re raycasting aka using CFrame or lerp (which would essentially be just lerping, and you should always raycast when doing projectile hit detection), then the simplest way is to make the projectile slower, it’ll give it more steps to move in.
However, you could like you said use velocity, I don’t know what you mean with “naturally” as using velocity or CFrame (depending on how you write your math) is as natural as it could get.
The human eye has it’s limit you know, yes you could see a “bullet travelling” but you can’t actually see the bullet itself when it’s moving at such a high speed due to the “latency” you have when it comes to processing things (the human brain), you’d see it at specific intervals. (don’t quote me on that, could be very wrong since I never really looked into it that much)
I am well aware of the best projectile movement methods, I was referring to the trail visual
You could use a trail instance inside whatever part you’re tweening over time. Altough they really need to fix this.
Or instead of a trail you can use a beam shaped to look like a projectile and tween that over time.
Well I have seen that used, in regular raycasting methods and just making the parts invisible, but I want it to be truly authentic to the trail design. This would make life so much easier, and you are right… it should be fixed.
This issue also is not present in BV projectiles, but I prefer the accuracy of raycasting