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This isn’t how I’m using it, but imagine if you had a character with a trail of dust behind them and they ran around on an elevating platform. You would want the trail to keep its shape behind the character, but the trail will either fall through the floor or float above the ground depending on the way the elevator is moving.
Im my case, I’m using it to generate the visual aspect of a “hold” note in a rhythm game. Imagine super hexagon but you have to follow the lines rather than avoid them. The trail needs to move freely to create the pattern for the player to follow and can be generated randomly so I can’t just make prebuilt paint strokes in the pattern I want. It also uses a circular interface, and you can’t scale specific parts of a single stroke based on their distance to the origin.
Again, this works perfectly well using jet trails so long as I don’t move the origin, but in my game I have 2 such origins that move independently of one another.
It’s a bit complicated but the application is ultimately irrelevant; I just want to know if this is possible to achieve or if I need to scale back the complexity of the game.