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.
#Afterimage effect not working
17 messages · Page 1 of 1 (latest)
Not sure I understand problem!
What if you duplicate the after image vfx already present on template projectile?
You are trying to make after image working on your custom projectile right?
im trying to get the afterimage to work on that blue monolith enemy and it 90% DOES work
however if you notice when the enemy rotates around
the afterimage continues to be locked to the monolith's rotation
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
I just want the afterimage to be like a snapshot of the monolith when it spawns in and then just fades away
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.
in the say command, the duration is measured in seconds right?
Here's what i DONT want it to do
Heres what I DO want it to do
its a small difference but it ticks me lol
Strange that text dont disappear, I would have to test myself!
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.
About the text: I should note I’m using the mod tools that were released when the game released, so if there was a fix you made, then I wouldn’t have it. So maybe that’s the problem
Also the “only triggers once” thing just makes it so that the dialogue cannot trigger again right?