Sub Emitter spawning too high
I'm working on a blood effect, but I'm making a splash on death, however the particles spawn to high. Any ideas? Thanks!
It would be more helpful if you show the full settings of your particle systems (both spawning and sub emitters), but check the position values of both transform component and shape module of the sub emitter first.
Thank you for the reply, I currently have the sub-emitter set to the location of the parent. Here are the settings:
I think the issue is from that collision module for having zero bounce value which could trigger some weird bug, you can try adding a tiny bit bounce like 0.01. Still I am not entirely sure what kind of effect you want to achieve which I want a bit more detail to help.
The effect I am working on is, basically: I want to make once the blood hits the ground, it makes the splash (sub-emitter) spawn at it's location for a cool little combat game. Thanks for the reply, I will try the bounce technique.
Edit: Sadly, that didn't work.
If no bug is involved (even though I would still recommend you to upgrade your Unity to either 2017.4 or 2018.2), one issue I notice is that you spawn the sub particles on "Death", normally you should do it on "Collision", unless you give value "1" to the "lifetime loss" in the Collision module. Also you should set much smaller "Radius Scale" of the Collision module, maybe 0.1. You haven't shown me about your sub emitter yet, but if you have enabled its Shape module, disable it.
From Unity 2018.1, you can use the on "Trigger" spawning condition which is cheaper than on Collision. You can disable the Collision module but enable Trigger module, set smaller Radius Scale, assign the collider (e.g. your ground plane collider) for callback, maybe "kill" while enter and "ignore" for the rest.
Okay, thanks! That's probably my problem I do as a matter of fact have the sub emitter shape component enabled. The problem with upgrading is I have really slow internet speed, so it takes a real long time to upgrade, but I'll probably do that sometime.
Oh, LOL my problem was it had collider component enabled, now it works great. I never would of thought of that. Thank you so much for your help!
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