Given the disparity between RealityKit particles support and Unity’s, it would be very helpful to have a custom particle system component in Unity that matches up the functionality more closely, so that we can author effects in Unity and have some confidence in how they will look without excessive iteration switching between Unity and the simulator.
Alternatively, it would be useful to be able to spawn and control (even just start/stop) particle effects authored in Reality Composer files loaded from StreamingAssets.
Thanks
Alex.