[quote="minmay]There's nothing inconsistent about it. For example, consider the fireball particle system. You want the inner "nucleus" of fire and the glowing effect to follow the fireball as it travels, so you emit them to object space. You don't want the smoke particles to follow the fireball, so you emit them to world space.
In the case of castle_button the objects it is used on (castle buttons) don't move, so object vs. world space doesn't matter unless someone calls setPosition, setWorldPosition, setWorldRotation, etc. on the button, which is an unusual use case and not performed in the original game. I don't think the developers should be under an obligation to make all the standard assets impossible to misuse. You can crash the game by spawning 100000 twigroots but the problem there is not the twigroot asset, it's spawning 100000 of them. It's not surprising that you get odd behaviour from moving an object that clearly wasn't originally expected to move.
Also, I looked at the flickering behaviour that you describe. The light does not flicker, only the particles, and they flicker only when the original glow particles are not visible. This legitimately does seem like a bug.
Anyway, you can fix both problems without changing the particle system definition if you want: simply do
Code: Select all
castle_door_button_1.particle:restart()
after moving it.[/quote]
Good example of how objectSpace and worldSpace are used for moving objects like fireballs. That does make sense. The button does not move though so it may be more of an oversight to have part of the particle defined in world space and part in object space.
I did take the "BUG" reference off this post off because an oversight or easily fixable solution to this is definitely not a bug. At first it sure looked like one.
I will keep a cal to restart() in mind for the particles. Thanks.