#but then why are some particle bits

1 messages · Page 1 of 1 (latest)

cold lark
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I'm a bit lost on what's a particle and what's a "bit" at a given moment

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If you can show a video of doing what I suggest that could help a lot

lethal knot
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particle bit

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is like one little part

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of particle

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and i associate just particle with particle as an object

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have this btw

cold lark
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Paused Play mode, Scene and Game windows side by side, selecting the problematic particle and focusing on the Particle System itself

lethal knot
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look

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i cant select it it doesnt exist

cold lark
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You need to select it from the Hierarchy or from Scene window

lethal knot
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oh there

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i did that

cold lark
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If you can't see particles at all in Scene view, I'd select the Particle System from the hierarchy and double click it (or hit F when mouse-overing the Scene window) to focus Scene view to them

lethal knot
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already

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i told u

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and the problem is

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theyre in the RIGHT place

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like the object that spawns the particle

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particle gameobject

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but the things it spawns arent in place

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some atleast

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some even spawn ABOVE

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where theyre supposed to spawn

cold lark
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Trying to focus on the particles after selecting them from the Hierarchy would be important at this point
They should not be invisible in the Scene view if you do that

This may give you a clue about where it's being instantiated
And very likely indicate that whatever code is instantiating it is doing so in the wrong position

lethal knot
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oh i see

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and yes

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look

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red thing is the place where they SHOULD spawn

cold lark
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Do they?

lethal knot
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or where they should start

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well look at the circled particle

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it spawnd WAY above

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where it should have

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and in the video

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some spawn way under

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i dont know why

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and when i double click particles

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in the hierarchy

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they take me exatly to the particle spot marked with red gizmo

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its very confusing sorry

cold lark
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Indicating that your code is instantiating them in the wrong position

lethal knot
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i dont know why

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Instantiate(dirtParticle1, particleSpot.position, Quaternion.identity);

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particleSpot.position

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and particle spot is the red thing

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i mean

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they get the y axis wrong

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only

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they should spawn anywhere in x i guess

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idk its a very simple code

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to spawn smth in one place

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and when i click the particles and click replay they do it normally

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wait a sec

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if it helps i can record

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what i mean

cold lark
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It might

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It would also help to type complete sentences

lethal knot
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oh

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sorry about that too

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or actually nvm it doesnt let you replay the particle when play mode is on

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I checked my code and it seems to work with the falling projectiles you see in the video

cold lark
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Also note that to see the origin of objects like the Particle System accurately, this button must be in "pivot" mode

lethal knot
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i used the same exact method with the particles except that they do not spawn in random x axis

cold lark
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Good
A "Particle System" is the component together with the Transform that determines its position, the PS has individual "particles"

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The Particle System's "Shape" module determines where the particles appear around the PS transform origin

lethal knot
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yes

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and the shape does it right

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in scene viewer

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but it starts messing the y axis of where the particles spawn when the boss spawns them

cold lark
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If Shape is not placing them in some weird spot, the particle systems are most likely being instantiated in the wrong place
I would triple check (and Debug.Log) that particleSpot.position really is what you think it is

lethal knot
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i tried to

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even re adjusted the particle position

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object

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but to no avail, maybe there is another way to spawn a particle on a specific place using a script?

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i used a system i usually always use

cold lark
lethal knot
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youre right

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this is the first time this system failed me, and this game spawns a LOT of things in many different places, though i rarely did it with particles

cold lark
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According to my experience, the Shape, the PS origin at runtime instantiation should be wrong
They can't both be right
Unless there's a separate yet undisclosed system participating in their positioning

lethal knot
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I guess that is why i suspect its the particles fault, not the code

lethal knot
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i dont think the particleposition is attached to anything

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i tried with the shape

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but everything seems alright look

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they all spawn in the same y axis

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when it comes to origin i guess i dont know what specifically to check with it, script that spawns it works fine, object it should be spawned at is also not changing its location and it leads me to it in the hierarchy when i look for the particle systen origin

lethal knot
# lethal knot

the script in the first video spawns 3-4 of these particle systems

cold lark
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I'm not spotting an issue, but then again you haven't shown me the things I wanted to see

lethal knot
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i apologize again

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what should i record

cold lark
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Which are

  1. The origin of a particle system of a particle that has spawned in the wrong place at runtime
  2. the Debug.Logged position of the PS during instantiation
lethal knot
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i told you 1. leads me to the particlePosition or whatever the red gizmo marked gameobject is called

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ill record it

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i usually checked

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and every time i search for where the particle is spawned it gives me red things position, which is correct

summer condor
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Can you show the shape module expanded and also the renderer module?