Reply To: Particle position with Monkey You are here: Home / Latest News/Blog / Reply To: Particle position with Monkey Home › Forums › TimelineFX Module › Particle position with Monkey › Reply To: Particle position with Monkey June 5, 2014 at 2:18 pm #5221 HtbaaParticipant Sorry for all the double post :-(. I’ve changed the General Settings of each particle inside the Toon Explosion effect to have Relativity checked. When it’s set to that the explosion is displayed at the right position. I’m still having some troubles with ShieldHit. What I do now is call SetPosition on the effect just before rendering the particle. Yet ShieldHit is also shown at 0, 0. If I update its position every before every call of ParticleManager.Process() this problem is solved. Is it possible to only have to call SetPosition on the effect just before calling DrawParticles without having these side effects? It seems like wasted CPU cycles, but I might be mistaken on how this stuff works :).