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Question by Akadeax · Jul 31, 2018 at 04:30 PM · componentgeneral

Particles lag behind in world space?

Welp, the header says it all.


alt text


I can't see my problem, the code is pretty simple actually.


(called in Update) MouseParticles.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);


that's basically it.

these are my settings on the particle system: alt text


help's appreciated, thanks ^^

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d2e99e16067178c949abd563fdba4920.png (21.6 kB)
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avatar image NoDumbQuestion · Aug 01, 2018 at 01:44 AM 0
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Set simulation space to Local

avatar image Akadeax NoDumbQuestion · Aug 06, 2018 at 04:50 PM 0
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@NoDumbQuestion Sorry for the late answer, but that doesn't achieve the effect needed.

https://gyazo.com/a99d8b78c0bee6d3a54eb044e2df3274

avatar image NoDumbQuestion Akadeax · Aug 06, 2018 at 04:58 PM 1
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@Akadeax set particle to world.

Increase duration

$$anonymous$$ore particle overtime

Set particle to inherit local velocity

I would personally use trail particle

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Answer by Andrey_Birchenko · Apr 11 at 01:24 PM

Hey! I recently ran into the same problem. The thing is that when you set the position of the particles using ScreenToWorldPoint, the Z position of the particle becomes equal to the Z position of the camera, because of this there is a sense of delay. I solved this by setting the position of the particle system without the Z coordinate. Here is a sample code. alt text


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