Ugly Particle Effect with Timeline

So ive realized this in the lessons and when using the circuit that the bullets would shoot off somewhere else or ended up a little behind the ship instead of shooting infront of the ship and where you want. Ive come to understand that the particle bullets are loading in slower than how fast the ship is moving therefor the bullets try to play catch up and shoot where the ship was last instead of where it is currently. the only times the bullets go directly where you want them is if you are in a straight line and are going slow so my question is how would i fix this.

Edit: right now im tweeking the start speed of the particles but it looks like ill have to take into consideration how many are being shot if i increase the speed.

Hi Jayy,

One of the problems is how we move the ship around. The subtle rotation that makes the movement look more pleasant also rotates the guns relative to the camera. Furthermore, the timeline animation rotates the ship. When you shoot, the emitted particles do not adjust their direction to the changed direction of the ship.

What you could try to achieve a better result is to remove the local rotation of the ship.

Remove the local rotation of the ship?

is that in rigidbody

In the ProcessRotation method of PlayerController.cs.

Comment out ProcessFiring() in Update() to see if the behaviour looks better without the rotation.

nah it still looks the same. i fixed it a little bit but when make fast turns is when it looks weird. i Honestly think it just had to do with the direction the ship is facing vs where its going.

Unfortunately, details like these require a lot of fine-tuning. :confused:

Try to figure out why the lasers look this way, then define how they are supposed to look instead. Then you can look for solutions. Maybe tweaking the animation is enough, maybe you’ll need to develop your own solution.

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Yeah its been getting better looking with more tuning of the position of the lasers/speed/ and ship movement. thanks

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