Here is a trail at position 1000, 5, 1000 problem also exists at 500, 5, 500 but not as bad
Everything about the 2 parts are the same only the position was changed
and the trails are default trails with no properties changed other then the attachments being set
This is the script I’m using to move the part but other methods of moving parts also have the same problem
local angle = 0
local position = script.Parent.Position
while true do
angle += task.wait()
script.Parent.Position = position + Vector3.new(math.sin(angle), math.cos(angle))
end
From what I can tell, the trail draws a line between point A and point B at some rate. For whatever reason, the drawing rate is lower at further distances. I can only assume it’s something done as an optimization for whatever reason Roblox assumes beams won’t be used as much at further distances. What quality setting were you using when you recorded this?
Ran some of my own tests on the place. At max quality, the exact behavior is replicated. Disabling StreamingEnabled or parenting the Part to a Model does not change anything either. I can only assume the problem is either a rendering error or an optimization technique that all Trail objects follow regardless of the quality setting. I’m more inclined to believe the second option, as other floating point-related visual errors only occur at much farther distances.