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Trail Renderer which ignores parent movement
I'm trying to create an effect where a whisp orbits the player and leaves a circular trail around them. I created a child object with a trail renderer attached and a script which orbits the child object around the local coordinates of the player.
The trail effect is incorrect however. When the player moves, this also creates a trail, leading to a wobbly drawn circle. What I actually want to happen is for the orbiting to create a perfect circle trail, and for player movement to simply shift the whole trail over by that amount as if it is in a container. Is this possible?
In searching for a solution, I came across the following question which has an answer that explains how to achieve this effect for a particle system. It mentions the trail renderer as well but does not elaborate on a solution for this component.
Looking at the TrailRenderer API, I don't see a way to access the mesh or some other game object to implement what you want. There are a couple of TrailRenderer script in the Unity Wiki that can be modified to do what you want. Here is one:
http://wiki.unity3d.com/index.php?title=OptimizedTrailRenderer
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