I think I saw that this is possible somewhere, but cannot find the post.
If my character equips a flaming sword, I don’t want the emitter to slowly start emitting along the mesh, I want it to appear as it has always been emitting, is this possible?
In other words when I enable an emitter is there a way to have it not slowly start emitting but rather appear it is in the middle of emitting (make sense?).
And no, I cannot have it emitting somewhere off camera and then move it suddenly in place.
ParticleEmitter.Simulate() is supposed to do this, although the results when I tried it weren’t really what I expected, but it might be good enough in some cases.
Does anyone know how this function really is supposed to work? If I read the docs correctly it is suppose to advance the particle simulation by a specified amount of time… but it don’t?! :?
That makes the function a little less interesting than I thought it was. It would be nice if it did the math and simulated in a single step. That should be faster and perfectly possible if you’re not interested in collisions.
Still, it beats the “Time.timeScale = 99.9; yield WaitForSeconds(x); Time.timeScale = 1.0;” hack I’d been using earlier, and you could use Simulate in the middle of gameplay (unlike the timeScale hack), so it’s much better than nothing.