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Alternative for worldVelocity in Shuriken Particle System?
I have the same problem, but I use the Shuriken particle system to create the effect I want (engine fire of moving missile). Without inherit world velocity and simulate in world space, I get a nice flame but it rotates with the missile. Trying to use inherit velocity of 1 and simulate in world space causes weird behavior which sounds like what the other question was trying to deal with (particles flying in weird speeds and directions even when missile flies straight). With the Shuriken particle system, however, I couldn't find how to adjust the worldVelocity so the particles inherit the correct value.
So, how would you make particles properly inherit the velocity of a missile using the Shuriken particle system?
Answer by proandrius · Feb 06, 2013 at 06:03 PM
Hi I don't fully understand your issue. Can you please write a bug report (Help->Report a Bug) and write a case number at andrius@unity3d.com. Thank you. :-)
Really, you didn't understand the original question?
"I want to fire particles at the same velocity as another object, I do this in the legacy particle system with the variable worldVelocity, what is the equivalent call in Shuriken?"
A good example is sparks co$$anonymous$$g off a car doing 100mph, in any given direction. The sparks should spawn at the same speed as the car. Ins$$anonymous$$d, they spawn at a velocity of 0.
From the link above:
theEmitter.worldVelocity = target.velocity;
However, this only fixes the problem for ellipsoid particle emitter. The Shuriken system has no similar variable to take care of it.
Basically, when using "simulate in world space" and "inherit velocity = 1", particles will not properly inherit the velocity of the shuriken particle system gameobject (which in my case was moving as a child of a moving rigidbody gameobject).
Answer by battagline · Oct 22, 2013 at 12:39 AM
I'm having this exact same issue. Was it ever resolved?
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