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Question by o___O · Mar 07, 2017 at 02:51 PM · particlesystemfixedupdate

Particle System and Fixed Timestep

When project transfer from Unity 5.3.4f1 to 5.5.2f1, have a problem with the Particle System. The object have Rigidbody and Particle System with Emission Rate over Distance. Previously, when flying, the tail was drawn with a continuous line, and now interrupted. The thing is that in Unity 5.3 the Particle System drew a continuous line between two moments of the Fixed Timestep calculation, but now it does not. This effect remains even if set the Fixed Timestep value to 0.001. Is it possible to get the old behavior of a particle system?!alt text

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Answer by ifurkend · Mar 07, 2017 at 03:17 PM

The process of evenly readjusting the position of each object on a trail is called "interpolation". In the Rigidbody component, there is an option of "Interpolate". Choosing "interpolate" or "extrapolate" will give you an even particle trail again.

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avatar image o___O · Mar 08, 2017 at 12:10 PM 0
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Thank you!

avatar image o___O · Mar 09, 2017 at 10:04 AM 0
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this partially helped, but at the point of collision of the tail is still interrupted alt text

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avatar image ifurkend o___O · Mar 09, 2017 at 12:42 PM 0
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Have you tried "extrapolate" (inside interpolate option) yet? Otherwise you may just use trail renderer ins$$anonymous$$d of stacking small particles.

avatar image o___O ifurkend · Mar 09, 2017 at 02:44 PM 0
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Yes, I tried it. The result is slightly better, but the problem remains. The trail renderer is not what I need, but there is no other solution. In unity 5.5 so much has been reworked physics?

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