Problem with particles in World simulation space while rotating bones at LateUpdate
I need my character's spine to rotate independently from legs. That is why I use my own rotation logic in LateUpdate.
But I also need a special lighting trail effect on the hand weapon of my character. It can be done only with particle system in world simulation space (not local).
Rotating bone in LateUpdate leads to the bugs with particle system: position of trail particles become wrong, they are calculated before Late Update call... Rotating particles in LateUpdate leads to nothing: their positions are updating in next Update call..
Ok, I detached my trail from bone and started to rotate and move it manually in Update, with on position of bones of last frame.. Wah.. It almost working, but particle system lags behind with one frame... Still not good.
How to resolve this problem?
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