Is it possible to not have the particles teleporting inside the bounding box? or removing the bounding box?
on the User Manual the only parameter that seems to control this feature is: WRAP BOUNDS: “World space AABB volume centred on the owner entity’s position. If a particle crosses the boundary of one side of the volume, it teleports to the opposite side. You can use this to make environmental effects like rain by moving a wrapped emitter’s owner entity.”
If I enable this function the particle FX disappears but when I turn it off again the bounding box has adapted his dimensions to the particles life/length. This solution though doesn’t seems to work every time.
Is possible just to remove the bounding box and as consequence the teleporting feature?
Seems a recent version has started wrapping irrespective of whether the wrap flag is on or not…
Heyhey dear Playcanvas-Team,
Im coming from a Unreal-Engine Background and my agency is in need of a Realtime-Engine which is suited vor web develompemt. We think Playcanvas is the way to go.
So we are testing Playcanvas right now.
Sadly the particle system still have the “teleport”-problem, When particles reach the bounding box they are wrapping around. I played now the whole day with the particle system and no checkbox can solve the problem. Can i set the bouding box size via a script maybe?
https://playcanv.as/p/aS7t0Jtt/
cheers
Hmm, sad that there is no solution for the problem, so Playcanvas Particle System is sadly still not production ready.
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@yaustar any update on this? Ive read through a number of threads about this with no answer from the PC team
Unfortunately, the particle system has been without a feature owner for a while. We are looking to have that change this year as we ramp up our team size
For the moment:
The bounding box is currently calculated via calculateLocalBounds and tries to make a best guest based on the velocity graphs.
This recalculation doesn’t seem to happen in the Editor unless you do a change such as ticking and unticking wrap.
Regardless of the Editor preview, the calculation should still happen in the launch tab and the particles shouldn’t hit the bounds.
@MitchMeyer1 Does this happen for you in the launch tab or Editor view only?
Edit: Bug report ticket for the Editor Preview: How to avoid Particles System to teleport particles?
@yaustar Same issue in editor and launch tab! Is there a way to use a different particle javascript library in PlayCanvas? Everything else works great but im burning days trying to hack 3 separate ParticleSystem issues im facing in PC! Looking forward to you guys updating in the future
Would you be able to share a repro for the launch tab please? I wasn’t able to make it wrap in my case.
An alternative library is Effekseer - Particle Effect Creation tool but I don’t know how good their runtime for PlayCanvas is https://github.com/effekseer/playcanvas-effekseer