#FX System Problems

1 messages · Page 1 of 1 (latest)

silk cipher
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I have a problem with the fx system teleporting fx because I suspect they are not linked to the floating point center.

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Heres a video of it happening (It happens near the end becausde I was just recording a video to test discords new 25mb file max)

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But we have been having this problem for a while

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Sorry about the spotify in the background

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It happens at 2:17

feral valley
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Have you tested to see what happens if you stay at the same altitude during the entire fx animation? I've noticed an issue where the speed trails(forgot there actual name) kinda get reset once you enter space. I have a feeling that ur right and the floating origin system is probably to blame. This info might be a little out dated but taking a look at this dev diary about collision might verify our assumptions (https://www.kerbalspaceprogram.com/dev-diaries)

Check out the official developer insights on Kerbal Space Program.

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specifically the 6th paragraph

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and I bet FX emitters aren't being moved along with the terrain structures, but instead with the craft itself

silk cipher
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Thank you for sending me this dev diary

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Wait which dev diary

feral valley
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Oh i guess it didnt send the actually diary lol. Its rhe one about collisions

feral valley
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@silk cipher how do you instantiate the fx emitters btw? and what kind of objects are they?

silk cipher
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sorry for the late reply

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ill try my best to explain

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First you need to make a addressable with your fx gameobject

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this gameobject can be anything but preferably a particle emitter

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To instantiate it I would suggest looking at TriggerSurfaceImpactEffect in PartBehavior

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I can send you my code if you want it

feral valley
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Yeah that would be cool.

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Did you ever end up fixing the issue btw?

silk cipher
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Yeah. A bandaid fix

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I just store the simulation position when instantiated

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and then put it at that position using GameManager.Instance.Game.UniverseView.PhysicsSpace.PositionToPhysics

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I do the same with rotation