Hi! I’m trying to make an RNG game for a challenge and recently I made an aura that I really like, but there is a weird bug when I equip the aura in-game.
The aura’s main “thing” is it’s big spiral thing, which jitters when I equip it.
Here’s a video with the problem:
How could I fix this? I’m guessing this is a roblox vfx issue and not an issue of mine, but i don’t know.
For anyone wondering, the spiral is supossed to stay still.
Image of what the aura is without movement:
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I dont know much about VFX so I apologize in advanced if this reply doesn’t helo much.
Considering your saying “the spiral is supposed to stay still” I would consider checking, Lifetime and Speed properties. This could also be related of it not looping property which can cause a “jitter”.
It could potentially be where/how its attached. Sometimes attaching a object into a wrong place can cause unexpected behavior.
Again, sorry if this reply didn’t helo much, I don’t have much experience with VFX.
Hope it helps
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Ok, thank you very much, I will try!
UPDATE:
I’ve tried doing this but I didn’t get results, maybe I didn’t understand what the “checking” Lifetime and Speed properties meant, but if I change thoses properties the effect changes considerably
For example: [ Aura with a speed of 3 vs same aura with a speed of 10 ]
[ speed is 3 ]
[ speed is 10 ]
If I change the Lifetime it increases the number of loops which is also not ideal.
The only thing I wonder is the problem is the attachment, which isn’t an attachment, it’s a part as you can see here:
here’s where it’s located:
I don’t think there are any problems, however, I’ve discovered something, when you look at the player from the perspective of the server, this “jitter” doesn’t happen, but it would be weird if it was a client-sided error though, right? I have no idea of why the jitter happens.
Hey @VegecriWT – Simply select your particles, an set the property called ( LockedToPart ) to true!
– Can be found at the very bottom of the properties of a particle.
Doing this would prevent it from getting affected when its parent part that is attached to is moving / rotating :"D
Hope this helps!
The property “LockedToPart” is already set to true, I’ve checked more times than I could count.
This is probably gonnna sound unrealistic but bare with me.
I would like for you check on the Client FPS and Physics FPS. If you can, play around with the FPS Limit to see if it makes a difference. In some rare instances, having too high/low fps can cause a jitter like this.
I know this sounds strange but it could be a possibility. Reduce/Increase HZ (like via monitor settings on your OS) to see if there’s any notable differences with Client Jitter.
Ok, but even if I do this it isn’t going to guarantee that it shows like this for every player.
I should also note this: When I’m staying put (not moving, rotating, etc.) the spiral does it’s job and stays still
UPDATE:
I don’t know why but the spiral seems to have been fixed??? It looks like it atleast, i don’t know why this happened though.
The reason I think: because the part that held the spiral didn’t have the “Massless” property checked before. But I debugged this and it seems like that wasn’t the problem.
I don’t know, I’ll still keep this page open if anything comes up.
Nevermind, the Issue is back.
I’ve figured something out though.
Originally, the aura was supposed to have a script inside of the spiral part that made it rotate, it created this cool effect as if it was “generating” new loops as it went.
When I first saw the jitter I thought it was an issue related to the script, so I deleted it. However this didn’t fix the issue.
A couple days later the issue is suddenly fixed because??? Yeah, weird, so I try to insert the script back thinking I can finally get my cool effect, but as I joined the game, yup, the jitter reapered, and I deleted the script again, and still, the jitter occured.
What is this 