I'm pretty new to Unity and found I couldn't make the particle effect I was going for (using a particle emitter component) without random local velocity. My first thought was to make a script adding values which would translate to world values then be added to the existing rndVelocity options. I can't figure out how to do it though. This is what I tried:
var rndLocalVelX : float = 0;
var rndLocalVelY : float = 0;
var rndLocalVelZ : float = 0;
var particlez : ParticleEmitter;
var relativeDirection : Vector3;
function Start ()
{
var randomAdd : Vector3;
randomAdd = Vector3(
rndLocalVelX,
rndLocalVelY,
rndLocalVelZ);
relativeDirection = transform.TransformDirection(randomAdd);
particlez = GetComponent(ParticleEmitter);
//adding a random value to local velocity:
particlez.rndVelocity += relativeDirection;
}