Reduce or disable orange cloud/dust/smoke effect on player/object teleport
Special-K
When moving items with an object spawner, the orange dust sometimes disturbs the wanted effect. It would be nice, if there would be an option to switch it of for an object spawner.
Example 1:
When moving meeples in board games jumping several times in a row from one field to the next the usage of an object spawner would result in a lot of orange dust.
Example 2:
If you use several items of the same kind and only one of them must be animated from time to time, you can use several static versions of them and only one animated version.
But if the exchange of a static version and the animated version of such an item results in orange dust, the effect could be destroyed.
BlueAnt
soul fox tale always lags for me when you put the streamer cam in the backpack because of the orange squares.
Joker
Merged in a post:
Remove the orange block particles from respawning objects
Rukifellth
Get rid of the orange blocks or give us an option to not spawn orange block particles when makerpen objects respawn.
We have essentially created a lagless version of object respawning in the form of animation clamps. I believe the reason theres no lag is because the "dorrito dust" particles don't spawn. These particles are not only pretty ugly but they're super performance intensive, especially on high-ink objects. Additionally, multiple low-ink objects could also be causing perf issues if they're all responsible for spawning these particles over and over in a short period (like we've seen with respawning cutlasses in sword summit.)
For a game thats trying so hard to get the game running performantly, this seems like a pretty weird thing to keep in the game.
Joker
Merged in a post:
Option to teleport player somewhere else seamlessly(without the orange boxes swarming around you and the little jingle it playes).
CR1T1CALHITZ
An example of this is when you get jump-scared in a horror game, you know you’ve been jump-scared already because of the orange boxes floating around you and the teleport/respawn noise, it takes you out of the immersion and it dosent feel like a jump scare.
Joker
Merged in a post:
Simplify orange cloud effect on Oculus Quest
f
forbym
I've hard crashed my Oculus Quest (frozen image, Oculus button does no longer react) a couple of times by trying to watch the respawning animation with the orange cloud of the most detailed version of the Menger sponge in ^ClassicFractals. It's completely unnecessary to have such a demanding visual effect for the respawning of objects - in particular if it regularly crashes devices. Please simplify this effect! (E.g. limit it to the first 100 shapes of each custom object or something like that.)
Note that this suggestion is very different from https://recroom.canny.io/creative-tools/p/avoid-orange-dust-for-spawning-items : neither one would make the other one obsolete (unless the orange cloud effect is completely removed for all custom objects on all platforms).
EDIT: I remembered how to avoid the problem by using a simple object for respawning and connecting the other parts via a gizmo. For the sake of demonstrating the problem, I won't implement that solution in ^ClassicFractals for now.
2ND EDIT: I also crashed Rec Room on an iPhone 7+ with the orange cloud effect in ^ClassicFractals.
Ralziel
Yes! I've been working on a Dorm design for a friend, and whenever I spawn it into his dorm, the game crashes for both of us on both psvr and oculus. Maybe be able to switch the spawn clouds off?
Corporal_Joker
I want this for player respawns as well.
J
JollyDog
Also note that the smoke is in different locations for different people. The host sees it where the object spawns while everyone else sees the smoke there the object left, or the other way round.