I’m currently struggling to implement a simple attractor logic when my VFX graph is placed in a rotated and scaled scene. The screenshots should illustrate the problem nicely:
Particle spawn at (0,0,0) and should be attracted by the black sphere.
Maybe you already found a solution. This is happening because you are using the force Node. So it will give your particle a velocity and then when going pass the target it should come back after a while. You should see it if you expand the lifetime of the Particle.
Instead you can directly use a set velocity which should give you what you want.
Thanks for the answer, but unfortunately, that does not work either. It works when having the transform local scale of the vfx at (1,1,1), but as soon as I transform it to (-1,1,1), it looks like this:
If you don’t want the scale to affect the effect you can pass the vfx in world space by clicking the local button in a context node. But you might have to track the origin position of the FX and set it manually. I’m not sure what behaviour you want by changing the scale of the FX.
To complete with that, you can use the “VFXProperty binder” component in the VFX game object’s inspector to fetch world transform of game objects in your scene