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Nonlinear Particle Trails For Fireworks

Hey all,

I am attempting to build a fireworks construction game using Unity particles, and while implementing various firework effects, I've encountered a major problem: many fireworks emit sparks behind them, leaving a nice trail that fades over time (see picture below). Is there any way to create this kind of a trail for Unity particles? Most methods I've found for trails usually involve stretching particles w/ velocity and length scale, but since my particle paths are nonlinear, I don't think that will work here. Any other ideas?

If all else fails, I can try changing the system around to use gameObjects with trailrenderers or procedural tron-trails instead of particles, but spawning 50-200 of these at once seems like it's just asking for a ton of performance issues, so I'd like to avoid that if possible.

Thanks for any and all advice! :)

UPDATE: I tried out an implementation using gameObjects with Shuriken particle systems attached and performance has not taken a hit at all, so I think this question can be considered closed. Thank you anyway!

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asked May 12 '12 at 06:11 PM

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asked: May 12 '12 at 06:11 PM

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Last Updated: May 13 '12 at 05:36 PM