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Question by cw8 · Aug 07, 2019 at 06:59 AM · particlesparticlesystem

How to move an entire particle generated Starfield?

I have used a script and some tutorials on creating random particle system Starfields. It sets the particles nicely randomly in a circle. But is there a way to move the entire set of particles in the circle around without moving their x and y coordinates? Wanna simulate scrolling backgrounds. This is the code I have so far.

 private void Create()
     {
         float x = Random.Range(0.0f, 50.0f);
         float y = Random.Range(0.0f, 50.0f);
         float z = Random.Range(0.0f, 50.0f);
 
         points = new ParticleSystem.Particle[maxStars];
 
         for (int i = 0; i < maxStars; i++)
         {
             float r = Random.Range(0.5f, 1f);
             float g = Random.Range(0.5f, 1f);
             float b = Random.Range(0.5f, 1f);
             var circle = Random.insideUnitCircle * 90;            
             var newpos = new Vector3(circle.x, -5, circle.y);  
             points[i].position = newpos;
             points[i].startSize = Random.Range(0.05f, 1f);
             points[i].startColor = new Color(r, g, b, 1);
         }
 
         Stars = gameObject.GetComponent<ParticleSystem>();
 
         Stars.SetParticles(points, points.Length);
     }

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avatar image Pangamini · Aug 07, 2019 at 08:47 AM 0
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Can't you move the entire particle system?

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Answer by richardkettlewell · Aug 07, 2019 at 08:55 AM

Either use a local simulation space and rotate the transform of the game object, or look at the orbital velocity settings in the velocity over lifetime module. The first option is most efficient.

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Answer by cw8 · Aug 07, 2019 at 12:34 PM

Thanks, never thought of actually moving the GameObject. Feel dumb now. This in update did it:

    var uselocal = Stars.main;
    uselocal.simulationSpace = ParticleSystemSimulationSpace.Local;
    StarfieldObj.transform.Translate(Vector3.back * Time.deltaTime * scrollspeed);


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