X/YOffset for Particle Origin

Currently, it is almost impossible to make a wide range of effects look good due to unnecessary clipping, because to the inability to change the X/Y origin of a particle emitters’ particles.
Without this, it is difficult to make alot of effects, such as impacts, explosions, jets of steam or fire and also muzzleflashes without unneccessary clipping of particles.

This example shows a burst steam pipe, with unintended clipping of the particles through the pipe and a wall.
RobloxStudioBeta_D2lNwji0gW

Right now, the way to fix this is to edit the texture itself by adding transparent space in the image to change the origin (the middle of the texture) compared to the actual image content. This however greatly limits the usable resolution and makes flipbook particles almost impossible.


Result of manual texture editing
RobloxStudioBeta_An7dxYPucE
This method is basically squashing your texture in half, to make the edge of your texture the new middle of the modified texture.

This however could be reduced to 2 sliders under a ParticleEmitters’ properties, such as “XOffSet” and “YOffSet” and would make the whole process alot easier. We already can offset BillboardUIs, why not particles?
This is a basic feature implemented in almost every other game engine, such as UE4/5 and Unity, and are used often and to great effect to reduce clipping, and I believe the addition of this would greatly benefit alot of us aswell!

12 Likes

This would be neat to have. Elongated effects (like concrete bullet impact smoke/debris) currently require the developer to offset the particle either by moving the container or by parenting the emitter under an attachment and moving that outwards.

(For Reference)

This example flipbook as a particle would probably look like the first video the OP sent in the thread; clipping into the floor. To solve this you have to manually offset the emitter, but having a built-in way of doing this would be pretty awesome

2 Likes

bumpppppppppppppp we need this!!!

2 Likes

In dire need of this, halving the resolution of our textures just to achieve this is an unacceptable sacrifice.

Support! Currently only way you can do this is by just attaching the ParticleEmitter to an attachment, but that’s about it.

This wont work for particles that change size over lifetime.

Yep. Rn is just pseudo-fix until they add this.