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Question by Distant-Object · Feb 19, 2014 at 10:25 PM · rotationparticlesparticlesystem

2D Particle System & Rotation?

Hi,

I am making a 2D game in which I want a particle system that shoots out of the player in a small cone shape as he/she travels.

I am new to particles systems however and I am having three troubles:

  1. I don't know how to make the make the particles sprites.

  2. I don't know make the particle system truly 2D - when they are being created they are created in a 3D cone rather than a 2D cone (ie, I don't want variation in the z-axis)

  3. When the player rotates I want the cone that ejects the particles to rotate as well. However, when I rotate the object that contains the particle system it rotates/moves all of the already created particles (fixed upon the origin) - which I don't want. I just want the newly created particles to be dependent on the rotation, while all the already existing particles only depend on the original origin/rotation when they were created.

Would I be best off creating my own script for this? Also (if yes) would it be better to load a prefab for each particle of create them on the go (create empty object, attach sprite render, ect.)

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Answer by akirassasin_dev · Apr 05, 2016 at 12:36 PM

  1. Create a new Material with Particle Shader, then add it onto the particle system.

  2. Instead of using "Cone" for emission, use "Circle" without Random Direction. You might need to rotate the particle system to your needs though.

  3. At the particle system component, find "Simulation Space" and set it from "Local" to "World."

I hope this solves your problems :)

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