I tried it but with same result
it's like the fx is played correctly only in the YZ plane and that the playloopedfx function ignores the last parameter for the up vector, because it should work if we provide both vectors
in the XZ plane it gets rotated 90 degrees :confused:
(there's a typo in my op, the buggy ones are fxorigin2/4 like i illustrate below, but anyway, if i rotate the fx in EffectsEd 90 degrees, 1 and 3 become buggy, and 2 and 4 are fixed)
a workaround could be to make 2 different .efx which use the same shader, rotated 90 degrees in EffectsEd; one of them played in all origins of YZ-plane; and the other, played in all origins of XZ-plane, but not rly a beautiful solution lol.
ty for the help :)
Attachment 1632