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**THE PROBLEM:**
At the moment, sprites, labels and particles look flat when viewed in 3D from the side.
I'm talking about the "alignment to the camera" that is used for billboards.
Here's an exa…
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# How would you like the feature to work?
A user-settable particle limit per-generator, that would exist alongside the current overall particle limit, and would control the number of particles from…
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## Update
First pass of an MMI implementation was merged in #340, improved in #402 and individual commits
This ticket will stay open to track these future improvements:
* [x] Drag and drop into…
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### What would this enhancement be for?
Other
### Describe your enhancement suggestion in more detail
Have the game auto-load all pcfs present in mounts alongside maps' packed files instead of rely…
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```
We need a simple, fast engine for particle effects for weapon attacks and
such...
```
Original issue reported on code.google.com by `RoeB...@gmail.com` on 26 Apr 2009 at 9:07
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**Which version are you using?**
1.18.0
**Is the latest version affected?**
- [x] Yes
- [ ] No
**Which library are you using?**
- [x] Vanilla JS (`tsparticles`)
**Is your feature request …
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I'm rendering a bunch of spheres, with a particle system on each. I want to eventually achieve a glow effect, but right now I'm just using the default star-shape texture.
Here's a sphere from far a…
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**Is your feature request related to a problem?:**
No.
**Describe the solution you'd like:**
A Visual Script based system for creating particle effects would be amazing. We currently use a 3rd Pa…
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### Describe the project you are working on
I worked for a while on a project with a car
### Describe the problem or limitation you are having in your project
When I use VehicleWheel3D, I can…
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* Current workaround is to create an intermediary child game object and use that as a pivot
* Local vec3 translation
* Offsets scaling and rotation
* Dynamic property, get/set/animate
* Should not…