Im kinda lost in how to attach my emitter to my mesh and line it up with the booster,
ive made a jetfighter and would like to have the flames coming out of the both boosters.
and also how do i link my anime to my keys ?
i have my plane moving up and down,forward and back from a 2D platform view.
Just create a empty gameobject and place the emmiter on that e.g.o (name it) and make it a child of th plane. Now the gameobject will take on the parents position as its new local position. (ie) 0.0.0 position would be the center of the plane. then with the g.o selected hit ctrl.D to dup it. now adjust the position in the inspector to place it on the plane where you want. 
For the animation something like this is the norm.
if (Input.GetButton ("Fire2"))
animation.Play ("walk");
Button Imput can be changed in the Edit/Project Settings/Input
(Tip) Be carful if you rename an input button cause it may make something not work in a different script-lol. 
first, you have to use a mesh particle emitter. Then there is a variable on it called something like “mesh” and that is where you drag your 3d file onto.
Something like this:
function Update () // Called every frame.
{
if (Input.GetKeyDown ("a")) // Checks if key "a" is pressed down
animation.Play ("theAnimationName"); // Call the function Play on the animation component.
}
yeah i got both things to work thx, would u guys got
any tips how to make the booster now grow bigger when i push forwards and to make it go smaller when i push back.
also with the anime how do i chain the anime now, so i have a blend. i got the 3 anime for each up and down
like if i push up it tilts from the idle,and if i hold i want it to go on to the only tilt up anime, then when i release i want it to go tilt back in to itle anime.
that script for the anime, when i push up or down, it pops my plane back to the middle of the screen of its local point. ? how do i fix that