The VFX now moves correctly per entity, thank you.
- The spawn context blocking the source attributes seems like a bug.
- Why is the attribute
"spawnCount" a float? it seems like .2f and .9f doesn’t make a difference in the particle spawn amount.
- What I meant earlier about any news from VFX being compatible with ECS was if, in the future could the VFX be converted to a entity? And could it’s methods for spawning particles and setting attributes be burst compiled?
I’m glad that it worked!
Regarding your questions:
The spawn context blocking the source attributes seems like a bug.
Yes, it might be. It could also be that they were being triggered in the same frame, which is a current known limitation. Either way, it is something that will be fixed/improved in the future.
Why is the attribute "spawnCount" a float? it seems like .2f and .9f doesn’t make a difference in the particle spawn amount.
I believe it is for legacy reasons. It is not meant to be used liked that anyway. We are aware that the events have room for improvement and that will be fixed as well.
What I meant earlier about any news from VFX being compatible with ECS was if, in the future could the VFX be converted to a entity? And could it’s methods for spawning particles and setting attributes be burst compiled?
Yes, there are plans to be more compatible with ECS, still unclear how and when. It is also connected to the possibility of having a CPU runtime option.
That being said, these are all complex changes, it will take some time.