Issue Type: Display Impact: High Frequency: Constantly Date First Experienced: Date Last Experienced:
Reproduction Steps:
When a forcefield part occludes another part, there is a visual inconsistency depending on the render level. This can result in widely different results when trying to create effects. I’ve provided the model in particular that I’m using, which has a texture that’s meant to take advantage of the ForceField animation.
Expected Behavior:
I expect it to look visually like how it appears at Level 15 across all levels, with an accompanying animation.
well maybe put a texture on a duplicate of the heart increase transparency make it red-ish and thn put a buncha texture objects under it with scripts that tween the OffsetStudsU n OffsetStudsV accordingly
Having a workaround like this is a design flaw. I should be able to control how my game is experienced across all use scenarios without having to jump through a bunch of convoluted steps like that.
I understand that it’s ultimately a performance optimization, but Roblox really limits use cases for the material by doing it this way. Ideally, we would have a way to efficiently make animated textures outside of the ForceField material. But such isn’t the case at this time.