I've tried making a script that would duplicate many particle emitters inside each parts of the player's character (Im using a dummy instead). It works but it's not very "smooth" and some particle disappears because there's sometimes too much particles. If i increase the particle size, the aura doesnt have an "human shape" anymore. I dont know what to do to fix it

Here is my script :

local dummy = game.Workspace.Dummy

for _, child in pairs(dummy:GetChildren()) do
	if child:IsA("MeshPart") or child.Name == "Head" and child.Name ~= "UpperTorso" then
		if string.match(child.Name, "Hand") then
			local particle = dummy.UpperTorso.ParticleEmitter:Clone()
			particle.Parent = child
			particle.Size = NumberSequence.new(0.2, 0.2)
		else
			local particle = dummy.UpperTorso.ParticleEmitter:Clone()
			particle.Parent = child
		end
	end
end

For the particle emitter being copied : Size = 0.3 Rate = 150 Speed = 0Z Offset = -1 (to make the aura to not hide the player) Lifetime = 60 Transparency = 0

Here's a look of what it does : https://imgur.com/a/pMMX3kY (The bottom does have particles, we just cant see it because of too much particles)

3 comments

0

Straight from wiki on ParticleEmitters: Lifetime of an emiter caps at 20 and Rate at 500. The limit for rendering is about 16k particles so I'm sure you're exceeding that if this is all in one emitter. Try seeing if using multiple PEs helps render this or reduce some values.

0

You would use one emitter for each limb. It also helps if you do this on the client.

0

Wiki page might not be updated if you're able to use 60 as Lifetime now that I think about it. Could be less particles able to be rendered.