VelocityParallel Particle Orientation changes based on Camera Position, while VelocityPerpendicular does not

I have a particle system in my game, and I want to make a Ring that emits forward, and stays flat.

I have tried to achieve this with the VelocityParallel Orientation Setting, but I have found some strange behavior that has made me question whether or not I’m doing something wrong.

Particles made using the VelocityParallel setting seem to rotate based on your camera’s position, something NOT shared with the very similar VelocityPerpendicular setting.


As you can see in the clip, moving the camera while Parallel is selected causes the particle to reorient itself.

Moving the camera while Perpendicular does not have this issue, as in the clip you can see that despite the camera moving, the particles stays in the same Orientation.

This issue occurs in game as well, and I would like to have the particle stay in the same orientation similar to the VelocityPerpendicular setting.

Is there a property I need to change to achieve this? Any help is appreciated.

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9 months later, still not solved. What is going on here, anyone know this? I’m having so much trouble with a simple particle because of this.

Couldn’t you just use VelocityPerpendicular and set the EmissionDirection to Top? That would make it flat. You could create a very small invisible part centered inside the HumanoidRootPart which would serve as the emitter

The only solution is to use VelocityPerpendicular however this is still a bug that needs fixing, your solution is kinda hacky, we need better tools for particles. Moreover I had a problem with rotation on another axis with VelocityPerpendicular too which made me ditch my idea and just emit the particle with a rotation

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I have same problem , i want to make slash effect but i can’t rotate particle emitter , since it just flips itself .