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Question by BlueBananaProductions · Jun 15, 2020 at 04:29 PM · graphicsparticlesparticlesystemeffect

Particle System Sub Emitter not working as expected

The only sub-emitter option that generates child particles is the "birth" mode (but the effect isn't what I'm looking for). The mode called "Death" seems like it would intuitively do what I want (spawn sub-particles at the end of the parent particle's lifetime), but the option does not seem to do anything. I've also tried using a custom "trigger" with scripts but that method (using ParticleSystem.TriggerSubEmitter after waiting for the duration of the parent particle's lifetime) also does nothing (the code compiles it just has no effect, weirdly).

Am I using the particle system, particularly sub-emitters, wrong?

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Answer by screamingcolor · Aug 10, 2021 at 07:08 PM

JESUS F CHRIST WHY IS THERE NO ANSWER TO THIS ANYWHERE?!

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avatar image BlueBananaProductions · Aug 10, 2021 at 07:58 PM 0
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It's been a while, but I believe I solved this by creating the sub-emitted particles from scratch, in the main particle system's component. If you try to set your child particles to some prefab particle, or to a particle system that exists somewhere else in the scene, it sadly won't work. But if you create the child particles from scratch in the sub-emitter component area, then the various options work as expected (...I'm pretty sure that's the "solution" I ended up with... hopefully it works)

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