setting a particle system to overwrite old particles, to make way for the new?
I have a particle system acting as a star field in the back of my player. it looks really nice, but the stars have to have a long lifetime (20+ seconds). This long lifetime means that if the player starts to move quickly in any direction the particle system maxes out, even with a huge max particles number, and they fly out into deadspace with no stars behind them.
I could probably detect if the particle has left the screen / or an area a touch bigger than the screen and clean them up. But it would be much simpler if there was some way to set a particle system to overwrite the oldest particle when its reached its max.
Answer by Geek314159 · Dec 08, 2015 at 06:19 PM
You could try making the star field a child of the player.
oops, i should have touched on that. It is a child of the player, but the particles simulate in world space, so the stars will stay still as the player moves.