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Question by siberman · Jul 13, 2012 at 08:48 AM · animationparticle systememitter

Fake Animate Particle Emitter

Hello,

I'm trying to animate the particles in a system to compensate for the transform that the system is attached to jumping from one place to another and taking the whole system with it. I would love to be able to directly control the emitter but couldn't see how, so i'm trying to offset the new position by the old using getParticles,

 function fireParticles (emission : int, newPosition : Vector3){
 

var particles = new ParticleSystem.Particle[20]; var oldParticles = hitParticles.GetParticles(particles);

for (var i = 0; i < oldParticles; i++) {

print("old" + particles[i].position); particles[i].position -= newPosition; print("new" + particles[i].position); }

hitParticles.transform.position = newPosition; hitParticles.Emit(emission);

}

The print statements tell me that the position is changing, although this might just be the normal trajectory of the particle.

Any ideas would be greatly appreciated.

Thanks

Simon.

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