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I'm working on a WASM standalone with a custom panel in HTML/CSS + JavaScript.
The fsVFXSpawnInWorld function works well, but depending on the VFX GUID used (I only use MSFS2024's native VFX), the effect is placed either on the ground, under the ground (invisible but there, log verified in console), or at different heights.
Is there a way to use the function correctly and pass the LLA's Z coordinates to snap the VFX effects to ground each time?
Using the scenario editor, we see that it allows VFX effects to be placed with the "Snap To Ground" property, which is the default, and we can see correct placement on the ground grid, regardless of the topography.
Why can't we manage this in WASM using the VFX API?
I don't want to use SimConnect. I think SimVars should be sufficient.
Can a kind soul guide me through this issue? Please
The fsVFXSpawnInWorld function works well, but depending on the VFX GUID used (I only use MSFS2024's native VFX), the effect is placed either on the ground, under the ground (invisible but there, log verified in console), or at different heights.
Is there a way to use the function correctly and pass the LLA's Z coordinates to snap the VFX effects to ground each time?
Using the scenario editor, we see that it allows VFX effects to be placed with the "Snap To Ground" property, which is the default, and we can see correct placement on the ground grid, regardless of the topography.
Why can't we manage this in WASM using the VFX API?
I don't want to use SimConnect. I think SimVars should be sufficient.
Can a kind soul guide me through this issue? Please