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Fixed
Votes
3
Found in
4.0.0f7
Issue ID
501178
Regression
No
Stretched Billboard particles improperly offset from emitter
Click on fx_hit_slash_pf in the hierarchy view.
Notice that the particles do not play centered on the emitter.
Change the particle render mode from "Stretched Billboard" to "Billboard" Notice that the particle now plays centered on the emitter as expected.
Stretched Billboard should not move the "center" of the particle.
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Aug 18, 2020 05:31
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Feb 24, 2020 09:41
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MindsEyeGames
Feb 17, 2018 13:43
+1 to this, I can see the use case where this matters but I personally have run into a ton of scenarios where I wish I could edit the "pivot" of the stretched particles.
* Making a jet of particles in this mode, you see particles appear "behind" the spawn point
* When particles bounce off colliders, this causes visual disjoint when they quickly change direction
* etc
This was filed in 2012? For 4.0.0f7? And says Fix in Review? Is this going to be fixed?
RElam
Jun 16, 2015 23:20
I'd be happy to see a normalized value indicating the 'stretch center', essentially the X position on your texture where the rotation point is, defaulting to 0 (current behavior). IMO it's a sizable shortcoming to the stretched billboard implementation.
Torbach78
Jan 24, 2014 21:42
This is intended use of a stretch. The billboard scales in 1 direction (screen right of the texture) so you will always have a predictable end for a missile or projectile that can dynamically stretch with speed variables.
if centered scale must lengthen in both directions to remain centered and you'd need another transform to compensate to make sure the end of a projectile appears to collide as expected at it's "tip"
I do think a solution should exist that lets you pick "top, top left, left, bottom left... etc.and even allow "rotation" to pass through to UV But the Stretch billboard should not always operate at center like the default billboard