The particle emitters on Furniture are EXTREMELY unreliable. From what I can tell, based on my experience with using the Unreal Engine, your emitters aren't being destroyed reliably. This might have something to do with the preview seating, or maybe it's something else. Here's a video showing how the emitters sometimes work and sometimes don't, without any rhyme nor reason:
To start out with, emitters that are suppose to be turned off at the beginning, are turned on. You will see that sometimes they turn off, like they should, but more often they remain forever.
From the number of particles on the screen, I would guess the ones from the last time it played were still in effect. And simply leaving the furniture item won't stop the emitters. I've even added extra "Forever Off" versions of each emitter to the next ensemble, and yet they still remain running. Whatever you have in the code to kill and remove them isn't working.
From what I've seen, this problem doesn't effect avie attachments, just Furniture.
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Posted by “MaxSMoke777” on April 06, 2023.
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Oh, you mean the spawned item is still in the world. Yah, those are separate elements. After the emitter makes it's little babies, those babies wander off to do their own thing until they reach the end of their lifespan and die, or hit one of those big Bug Zappers (the sinks) and exit the virtual world that way. The emitter is a baby maker. The spawned particle is it's own code, doing it's own thing. It wanders off into the world, drops out of college, marries a drummer in a failing band, and ends it's life as a fat devorcee with 10 cats. I don't think there's anyway to effect them once they are birthed into the world.
In the Unreal Engine, I could make a hunter/killer routine that would go through the world and kill off each and every unwanted item, but unless the coders here specifically make something like that, IMVU doesn't have that function. It's a heavy handed way to murder them all off. It's not something you really need by default. That's why they have lifespans, so they can kill themselves off for you.
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Posted by “MaxSMoke777” on April 06, 2023.
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From a programmer's perspective, they are killed off. You don't leave something in code that doesn't have a function, as it can cause other problems. So when you set an emitter to show up, it's spawned into the environment, executing it's function, and then MURDERED out of existence. Programmers are the all powerful gods of their world and they have no mercy for the useless! Mu-HAHAHAHAH!!!! >:D
What you're seeing is the same issue, emitters aren't being reliably killed off. They can slip through the cracks of code that isn't watertight, trying desperately to survive the culling. They need to be more murdery in their code.
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4 months ago
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Posted by “4u” on April 05, 2023.
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As far as I'm aware, it doesn't "end" them just stops more being emitted, which is why I asked if you had sinks and the run time. I just made some trigger balloons, and they have a similar issue. Two triggers "balloons on" and "balloons off" and you kind of expect that "balloons off" will kill them all, but nah, 1 to 2 minutes later they finally leave the scene. And while I haven't checked, last time I did triggers in studio and old classic issue popped up and that's if you, trigger an effect, and then stop it, when you avatar moves to another node.. they start again.
Hopefully staff will popin and offer some insight
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4 months ago
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Posted by “MaxSMoke777” on April 05, 2023.
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You're thinking I'm having a problem spawning them. No. I have a problem ENDING them. They never go away. Their life span is usually between 2 seconds to half a second. The "dirty burst" runs for 1/4th a second. The "drool" runs for 2 seconds. I run them fast, kill them quick. But I can't kill them if they REFUSE TO DIE!!!! (lol)
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Posted by “4u” on April 04, 2023.
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Do you have a sink on the floor? and how long do you have them set to run for?
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Posted by “MaxSMoke777” on April 04, 2023.
[Archived]The particle emitters on Furniture are EXTREMELY unreliable. From what I can tell, based on my experience with using the Unreal Engine, your emitters aren't being destroyed reliably. This might have something to do with the preview seating, or maybe it's something else. Here's a video showing how the emitters sometimes work and sometimes don't, without any rhyme nor reason:
https://www.youtube.com/watch?v=lEj53Ryo67M
To start out with, emitters that are suppose to be turned off at the beginning, are turned on. You will see that sometimes they turn off, like they should, but more often they remain forever.
From the number of particles on the screen, I would guess the ones from the last time it played were still in effect. And simply leaving the furniture item won't stop the emitters. I've even added extra "Forever Off" versions of each emitter to the next ensemble, and yet they still remain running. Whatever you have in the code to kill and remove them isn't working.
From what I've seen, this problem doesn't effect avie attachments, just Furniture.
0 Votes
5 Comments
Community posted 4 months ago Admin
Posted by “MaxSMoke777” on April 06, 2023.
[Archived]Oh, you mean the spawned item is still in the world. Yah, those are separate elements. After the emitter makes it's little babies, those babies wander off to do their own thing until they reach the end of their lifespan and die, or hit one of those big Bug Zappers (the sinks) and exit the virtual world that way. The emitter is a baby maker. The spawned particle is it's own code, doing it's own thing. It wanders off into the world, drops out of college, marries a drummer in a failing band, and ends it's life as a fat devorcee with 10 cats. I don't think there's anyway to effect them once they are birthed into the world.
In the Unreal Engine, I could make a hunter/killer routine that would go through the world and kill off each and every unwanted item, but unless the coders here specifically make something like that, IMVU doesn't have that function. It's a heavy handed way to murder them all off. It's not something you really need by default. That's why they have lifespans, so they can kill themselves off for you.
0 Votes
Community posted 4 months ago Admin
Posted by “MaxSMoke777” on April 06, 2023.
[Archived]From a programmer's perspective, they are killed off. You don't leave something in code that doesn't have a function, as it can cause other problems. So when you set an emitter to show up, it's spawned into the environment, executing it's function, and then MURDERED out of existence. Programmers are the all powerful gods of their world and they have no mercy for the useless! Mu-HAHAHAHAH!!!! >:D
What you're seeing is the same issue, emitters aren't being reliably killed off. They can slip through the cracks of code that isn't watertight, trying desperately to survive the culling. They need to be more murdery in their code.
0 Votes
Community posted 4 months ago Admin
Posted by “4u” on April 05, 2023.
[Archived]As far as I'm aware, it doesn't "end" them just stops more being emitted, which is why I asked if you had sinks and the run time. I just made some trigger balloons, and they have a similar issue. Two triggers "balloons on" and "balloons off" and you kind of expect that "balloons off" will kill them all, but nah, 1 to 2 minutes later they finally leave the scene. And while I haven't checked, last time I did triggers in studio and old classic issue popped up and that's if you, trigger an effect, and then stop it, when you avatar moves to another node.. they start again.
Hopefully staff will popin and offer some insight
0 Votes
Community posted 4 months ago Admin
Posted by “MaxSMoke777” on April 05, 2023.
[Archived]You're thinking I'm having a problem spawning them. No. I have a problem ENDING them. They never go away. Their life span is usually between 2 seconds to half a second. The "dirty burst" runs for 1/4th a second. The "drool" runs for 2 seconds. I run them fast, kill them quick. But I can't kill them if they REFUSE TO DIE!!!! (lol)
0 Votes
Community posted 4 months ago Admin
Posted by “4u” on April 04, 2023.
[Archived]Do you have a sink on the floor? and how long do you have them set to run for?
0 Votes