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Particle System Sub Emitter Rotation not working
Hello, I'm trying to create fireworks through the particle system which always face the camera. It works just fine except as long as i don't use sub emitters. If they are attached to a particle system they seem to be perpendicular to the original particle.
If I rotate the original particle system, this stays the same. Giving the sub emitters the FaceCamera Script didnt work as it changes the transform rotation which does not have an impact on how the particles are emitted. So I tried changing the Shape Component for the sub emitters an got this result (changed it to 90/0/0) :
The Problem is, as soon as i rotate the original Parent Particle System, it seems to have an impact on the shape rotation which is weird cause this only occurs if the shape rotation isnt 0/0/0. When Parent system is for example rotated 0/90/0, then the shape component of the sub emitter needs to be 0/90/0 as well, in order for all the particles to face in the same direction. And if the orginial system is rotated 0/45/0 i can't find any shape rotation for the sub emitters to make them face the right direction. I just can't figure out the relation between the parent transform.rotation and the sub emitter shape.rotation.
Answer by Payton-Dugas · Nov 14, 2019 at 05:19 AM
I have the same problem. It's absolutely frustrating. Have you found a solution?
Hi, I worked on the project alongside OP. Eventually, we found a workaround by rendering the particle systems with their default rotation (0/0/0) by a different camera that views them from the front and always stays in place. This way the fireworks look as intended and just get overlayed onto the rest of the game, setting their position via Camera.ViewPortToWorldPoint.
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