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Question by loopyllama · Aug 02, 2016 at 03:47 PM · particlesparticle system

align particle to emitter normal?

if I have a sphere emitter and emit a bunch of cube mesh particles...I want the cubes to be align to the surface of the emitter. not just their position, but have their rotation aligned with the vertex normal of the emitter? Is this even possible in Unity?

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avatar image Owen-Reynolds · Aug 02, 2016 at 05:10 PM 0
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Are you asking if the Cubes can face the way they're moving? Don't think there's a setting for that (there is one for billboards.)

Your text is confusing -- you mention a sphere emitter, but then vertex normals (sphere emitters don't have vertexes -- they just use sphere math.) Then you mention "not just their position," but in a sphere, position and normal are the same.

avatar image loopyllama Owen-Reynolds · Aug 02, 2016 at 08:05 PM 0
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@Owen-Reynolds: Are you asking if the Cubes can face the way they're moving?

-no, alignment does not necessarily mean movement

Your text is confusing -- you mention a sphere emitter, but then vertex normals (sphere emitters don't have vertexes -- they just use sphere math.

-under "Shape" you can set it to "Sphere" and "Vertex"...emitting from the vertices of a sphere

Then you mention "not just their position," but in a sphere, position and normal are the same.

-placing a world space aligned cube at a vertex is different than placing a cube at that vertex and rotating it to align with the vertex normal. A default sphere has normals poking out like a pin cushion. imagine a bunch of cubes stamped to those vertices, parallel with the floor. now imagine them at the same position but rotated to stick out like pins, so to speak. Also, even in a sphere, normals need not equal the position. They can be longer, shorter, and point any direction they'd like.

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