Currently, in the GPUParticle3D system, the trail effect is supported for creating particle trails. However, the trail only follows the individual particles themselves and does not move along with the GPUParticle3D object’s coordinates. This limitation makes it difficult to use for effects like sword slashes or custom bullet trails, reducing its versatility.
It’s important to note that this feature is not the same as “local_coords” because we still need the particles to operate in world space. The idea is for the trail’s head to follow the movement of the GPUParticle3D object, while the particles themselves remain in the world coordinate system.
Summary Suggestion: Add a checkbox under the GPUParticle3D’s Trail component that allows the trail’s head to follow the movement of the GPUParticle3D object, without switching to local coordinates.
PS:I’m not looking for a method to create a GPU trail here; I’ve implemented one before. I just thought that since GPUParticle3D already supports trails, why can’t it be used conveniently?