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Particle System using recycling background transform as custom simulation space
My game is an endless-type game, and I made the decision to move and recycle the background instead of the player. In other words, the player remains stationary, and everything around him moves.
Because of this, I can't really use the trail renderer (afaik), and so to compensate I decided to use a particle system to sort of emulate that trail effect on the player. For a consistent effect, the Simulation space is set to custom, and the custom simulation space is the transform of the moving background.
This seemed almost too good to be true... and it was! Everything works fine, until the background is recycled. The particle system "resets" whenever the background is recycled... it's a noticeable effect, and extremely frustrating. Is there any workaround for this workaround?
EDIT: it's not "resetting". The background moves down below the screen when it is recycled, so it seems like the particles that have already been emitted are teleported down with it by the same distance for some reason, but after that frame go back to emitting from where they were... still haven't solved the problem but this is new insight
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