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Question by FVS · Aug 13, 2016 at 03:57 AM · particle system

How does ParticleSystem.Particle.velocity behave?

  • What I want to do: Emit an amount of particles, they all start from 1 point and have randomly different velocity.

  • What I coded:

       [SerializeField]
         int numberOfParticles = 10;       
         [SerializeField]
         float speedMin = 10;
         [SerializeField]
         float speedMax = 20;
    
         ParticleSystem.Particle[] particles = new ParticleSystem.Particle[100];
    
         [ContextMenu("Emit")]
         void Emit()
         {
              targetParticleSystem = GetComponent<ParticleSystem>();
             targetParticleSystem.Emit(numberOfParticles);
             int spawnedParticlesCount = TargetParticleSystem.GetParticles(particles);
             for (int i = 0; i < spawnedParticlesCount; i++)
             {
                 particles[i].velocity = Random.Range(speedMin, speedMax) * Random.onUnitSphere;
                 particles[i].position = Vector3.zero;
             }
             targetParticleSystem.SetParticles(particles, spawnedParticlesCount);
         }
    
    
    
  • What I got:

  • When I set both speedMin and speedMax to zero, it emits all particles right at the center as expected.

  • When I set speedMin, and speedMax other than zero, particles's initial positions diverge from the center, and as speed got bigger the initial positions got further from the center.

There's only 1 clue that I could come up with, that is there's a code that applies the velocity after I set the velocity and before first render of particles. But it doesn't seems right, first because you don't have delta time in a same frame. Secondly the step can't be that big.

  • So, can you guys explain why or give me some help to achieve what I want? P/s: I'm using Unity 5.4.0f3

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