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How to make particles not change rotation with emitter after they have been emitted?
I'm trying to make tire tracks using particle system (Using terrain is out of question). My only problem right now is that after particles are emitted the ones left behind still changes rotation with the emitter, so it doesn't look like a tire trail (You end up seeing all individual particles rotated)
All I want to do is to maintain the Y rotation that the particle has when it spawns, so it never changes again. (The rotation should be equal to emitter's rotation at birth and then never change again).
Anyone has some idea of what I should do using particle system?
Answer by phmello8 · Oct 28, 2020 at 08:04 PM
If anyone ever read this, I've solved. The solution was to look for how footprints were made instead of tire tracks, and there's this guy's solution :
Look for Buckslice solution. You just need to change particles rotation via script. If you're making tire tracks like me, set different rotations for rear wheels (car's rigidbody rotation) and for front wheels just add wheels local steering rotation to car's world rotation, then turn it into radians by multiplying with Mathf.Deg2Rad.
Answer by andzq · Oct 23, 2020 at 08:55 PM
try changing simulation space to "World"
I have already tried this, the system is already set to simulate in world space (When I would set it to local the particles would always follow the emitter position also, and would never be left behind to create the tire tracks effect). So in current behaviour, they maintain their position but they are changing their rotation in sync with transform or parent's transform rotation.