This has already broke 2 of my wannabe games and i want to fix it. Whichever Particle Emitter is attached to a player using a script is only seen by that certain player and no one else on the server all particle emitters i use are new instances with player parts as their parents.Since every game that i try to make goes around particle emitters quite a lot i need a fix for this.
P.S everything was working perfectly until a few weeks ago.
here's one of the many codes i've been using that result "local particle emitters only seen by a player wearing them"
local jun = game.Players.LocalPlayer
Stuff = false
local function ssj()
if Stuff == false then
Stuff = true
demm1 = Instance.new("Decal")
demm1.Name = "demm1"
demm1.Texture = game.ReplicatedStorage.Dem1.Texture
demm1.Face = game.ReplicatedStorage.Dem1.Face
demm1.Parent = jun.Character.Head
demm1.Color3 = game.ReplicatedStorage.Dem1.Color3
local dema = Instance.new("ParticleEmitter")
dema.Texture = game.ReplicatedStorage.dema.Texture
dema.Color = game.ReplicatedStorage.dema.Color
dema.Rate = game.ReplicatedStorage.dema.Rate
dema.SpreadAngle = game.ReplicatedStorage.dema.SpreadAngle
dema.Speed = game.ReplicatedStorage.dema.Speed
dema.Size = game.ReplicatedStorage.dema.Size
dema.Parent = jun.Character:FindFirstChild("UpperTorso")
wait(2)
dema:Destroy()
aura = Instance.new("ParticleEmitter")
aura.Name = "aura"
aura.Parent = jun.Character.RightFoot
aura.Size = game.ReplicatedStorage.dem1a.Size
aura.Texture = game.ReplicatedStorage.dem1a.Texture
aura.LightEmission = game.ReplicatedStorage.dem1a.LightEmission
aura.Speed = game.ReplicatedStorage.dem1a.Speed
aura.SpreadAngle = game.ReplicatedStorage.dem1a.SpreadAngle
aura.Rate = game.ReplicatedStorage.dem1a.Rate
aura.Color = game.ReplicatedStorage.dem1a.Color
aura.Lifetime = game.ReplicatedStorage.dem1a.Lifetime
aura.LockedToPart = true
aura2 = Instance.new("ParticleEmitter")
aura2.Name = "aura2"
aura2.Parent = jun.Character.LeftFoot
aura2.Size = game.ReplicatedStorage.dem1a.Size
aura2.Texture = game.ReplicatedStorage.dem1a.Texture
aura2.LightEmission = game.ReplicatedStorage.dem1a.LightEmission
aura2.Speed = game.ReplicatedStorage.dem1a.Speed
aura2.SpreadAngle = game.ReplicatedStorage.dem1a.SpreadAngle
aura2.Rate = game.ReplicatedStorage.dem1a.Rate
aura2.Color = game.ReplicatedStorage.dem1a.Color
aura2.Lifetime = game.ReplicatedStorage.dem1a.Lifetime
aura2.LockedToPart = true
end
end
local function nossj()
if Stuff == true then
Stuff = false
demm1:Destroy()
aura:Destroy()
aura2:Destroy()
end
end
jun.Chatted:connect(function(Msg)
local msg = Msg:lower()
if string.sub(msg, 1, 7) == "demon1" then
wait(0.1)
ssj()
end
if string.sub(msg, 1, 13) == "dem1" then
wait(0.1)
ssj()
end
if string.sub(msg, 1, 6) == "/e dem1" then
wait(0.1)
ssj()
end
if string.sub(msg, 1, 10) == "/e off" then
wait(0.1)
nossj()
end
if string.sub(msg, 1, 3) == "off" then
wait(0.1)
nossj()
end
end)

8 comments
Please post the code !
let's say this for example:
If your game is FE, this is where we use RemoteEvents, learn about it here ->https://wiki.roblox.com/index.php?title=Remote_Functions_%26_Events
if your game is FE? All games are now FE because roblox updated.
it is fe
Since Roblox kind of forced FilteringEnabled upon all games, you would need to fire a RemoteEvent. Since the client can no longer make direct changes to the server, only the client that this code is running on will be affected. Using a RemoteEvent will slow you to make changes to the server so other players will be able to see and interact with the changes you make.
Also, the link thefatrat87 provided in their comment should be very useful if you don’t know where to start with RemoteEvents and RemoteFunctions. It has all the information you need to know and how to use them and how they work. Good luck!
Thanks!