Hi,
I have created a particle system effect, which only looks good until it is moved at a certain speed. As far as I understand, when simulation space is set to "World", it leaves the particles where they were emitted in the world space, and moves them from there. Instead of making the particles stay behind, I would rather like them to just sort of get pushed back while moving the source. Imagine a candle being carried around - the flame would never stay behind, it would just get slightly pushed in the opposite direction. Calling `particleSystem.GetParticles()` should return an array containing the particles, as type Particle, and I am concerned that moving them individually would harm my performance.
**Question**: Is there a way to add some force, to push the particles in the negative direction of where the object is moving? What would be the least framerate consuming way you can think of?
Thanks in advance!
**Edit:** I have tried rotating the particle system itself, and set the simulation space to local, but the problem here is the opposite to what I had before: the particle system rotates, and moves the existing particles, rather than having them stay behind. I tried rotating when emission space was set to world, and got the same result. Is there a way to change the direction the particle system emits new particles to, while keeping the existing ones in place?
**Edit #2:** Done a bit more googling, and found out that the previous system had a way of changing the local velocity through code. In the new particle system (shuriken), it does not appear this is possible. All I see is 'Velocity Over Lifetime' in the inspector, which apparently cannot be accessed through code either. Or is it?
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