I’ve got a wee ship with a little particle effect producing exhaust from its engines. It seems to me that the correct value for “emitter velocity scale” would be 1, along with local velocity to make it go in the correct direction, but I’m getting nonsensical results, and I don’t know why. In particular I get not one but two jets of particles going in different directions… It’s like the velocity is being treated as tangential … or something.
I note that the particle emitter is below the hierarchy from the rigidbody (because I want it in a specific position).
For something like this, I actually found it easier to make sure “simulate in world space” is set, and use zero for velocity scaling, Works especially well if your thrust effect is high emission, low energy, with a little local velocity. You end up with the particles trailing a little on rotation etc, and because they die so quick, they don’t hang around long enough to show the problems. But it’s still a bit intensive. Oh, and dampening set to 0.5 at these high rates helps quite a lot.
Yep. Doesn’t seem to work quite how one would expect. It’s possible it’s something to do with particles being spawned in the update which creates quite a spikey velocity value (displacement / single sample frame rate).
I would HOPE that velocity scaling would use the velocity of a rigidbody, if it’s present on any other transform up the hierarchy, but… it doesn’t seem to be that way.