Hi everyone,
I’m encountering an issue with the cloud editor particle emitter size while using the rocket example. On the simulator in Cloud Editor, the particle size adapts to the value I set (e.g., 500), but on real devices the behavior is different:
iOS: The particle size appears to have a hard limit. For example, setting the size to 500 looks the same as setting it to 50. Only very small sizes (1–5) show any noticeable difference.
Android: The behavior is a bit better and adapts somewhat to the size, but still not as expected compared to the desktop simulator.
I’m using the following meta tag in my HTML:
<meta name="8thwall:renderer" content="aframe:1.3.0" />
And I’m including the particle system component via:
<script src="//cdn.8thwall.com/web/aframe/aframe-particle-system-component-1.1.4.min.js"></script>
This is the code snippet I’m using to set up the particle system:
rocketParticles.setAttribute('particle-system', {
color: `${randColor1},${randColor2}`,
positionSpread: '0 0.5 0',
rotationAxis: 'x',
duration: '1',
size: '500',
direction: '-1',
rotationAngle: '0',
particleCount: '25',
maxParticleCount: '50',
maxAge: '3',
accelerationValue: '0, -1, 0',
accelerationSpread: '0 -1 0',
velocityValue: '0 0 0',
blending: 1,
})
I’ve also noticed the following error in the console on mobile devices:
THREE.WebGLRenderer: OES_texture_float_linear extension not supported.
Could this extension limitation be causing the particle size not to scale as expected on mobile devices? Has anyone experienced similar behavior or found a workaround to make particle sizes consistent across platforms?
Thanks in advance for any help!