#Afterimage effect not working

17 messages · Page 1 of 1 (latest)

rustic totem
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I can't seem to get this afterimage look to properly work. What I want is for a particle to inherit both the position and rotation of the parent when it spawns in, but after being spawned it will move backwards and expand and fade and then go away. What the problem I'm having is that the projectiles continue to follow the rotation of the parent for its whole lifetime.

covert kestrel
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Not sure I understand problem!

What if you duplicate the after image vfx already present on template projectile?

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You are trying to make after image working on your custom projectile right?

rustic totem
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however if you notice when the enemy rotates around

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the afterimage continues to be locked to the monolith's rotation

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if i were to say have the monolith spin really fast repeadetly, then all of the afterimages would keep spinning really fast and i dont want that

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I just want the afterimage to be like a snapshot of the monolith when it spawns in and then just fades away

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and also in case your reading this I have a small other problem: I have dialogue working in the battle, but the text stays on screen and doesnt go away.

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in the say command, the duration is measured in seconds right?

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its a small difference but it ticks me lol

covert kestrel
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Strange that text dont disappear, I would have to test myself!

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I havent really understood the inherit rotation aspects of unity particle system.

But perhaps disable align direction in shapes and then modify render alignment to other options.

But yeah, I havent really dabbled with inherit rotation.

rustic totem
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Also the “only triggers once” thing just makes it so that the dialogue cannot trigger again right?