The question is answered, right answer was accepted. New problem started.
I'm at a certain phase in my project, where i don't have to create content anymore,
but to improve what's there in terms of visual immersion.
What i mean particulary by that is for example:
I have a ParticleSystem that simulates a flame. Looks good.
When the character moves with that flame, i want the flame to bend realisticly with the current direction/velocity.
I haven't been able to get that part right, when i set "Inherit Velocity" to anything other than 0, and "Simulation Space" to "World" the particles just stay where they were emitted and fade away there. Just like a trail.
If I set "Simulation Space" to Local of course there is no effect by moving.
I tried so many things in the settings of the particle system.
It always ends up as a trail.
I checked various posts about that very same problem but none of them seem to lead to any solutions, just some links to pages or videos where other people show other people's work.
But I can't find instructions or ideas how to solve that problem.
Once again, what i want to achieve:
Having the particle-flow of a particle system bend with movement of its base.
Like the flame of a candle.
Have you tried the inbuilt particle system ( which are included in the inbuilt unity packages) . I tried that ...& get the same result as you want .. :) so do try once .. hope it will help you .. :)
Simulation space: world
Inherit velocity: 0.5
I solved this problem by setting the Simulation Space to Local and creating a script that rotates the Particle System according to its current velocity vector.
Since I upgraded to Unity 5, there is now a horrible bug that makes the Particle System update its particles' position at a low timestep only when the character rotates.
Now I again have a 50% working flame. I'll close this now because I got to the wanted result of this question.
Answer by Le-Pampelmuse
Feb 13, 2015 at 10:19 AM
I'm sorry, but itsharshdeep, your comment was useless. Of course I used the stock Particle System. If you don't have specific instructions, other than "I tried that & get the wanted results" please don't post here.
incorrect, could you show/tell me the other settings, because that doesn't help me at all. Like i said, i tried so many different settings.
If I set it to World and 0.5, the particles are spewing into the current movement direction rather quickly.
Here is a link to a video of the problem:
Here is the setup:
I have a Player Character that has a lighsource attached to its Camera. The particle system is a child object of that light.
When the player moves or tha camera rotates, or both, the particle system moves of course, but the results are horrible.
I don't see the problem that would cause but I guess it has something to do with parenting, since both of you mean it is possible.
Since nobody seems to know how this can be solved:
I managed to get the desired effect by scaling the particle system down to 0.001 on every axis and using
Inherit Velocity: .75
When moving faster, the particles that are near the end of their lifetime flicker randomly and sometimes appear to be "mirror-ed" along a certain world axis.
Overall, it is about 50% working considering what i want it to be.
Are you using Shuriken Particle System? If you are, have you considered to control 'Velocity over Lifetime' parameter via script based on your player's velocity?
Btw, playing with scales can cause awkward glitches.
Hello incorrect, YES i use the stock particle system i wrote that already ;)
No i haven't tried scripting the system, since i assumed that the particle system was able to simulate the desired effect alone. I used Velocity over Lifetime inside the Inspector tough.
How should I make the particle system small without scaling it?
cnc turning parts
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