How to use skin mesh renderer emitter in particle system ?

i’m interesting about skin mesh renderer emitter in particle system.

so i tried test the particle system.

but i couldn’t have what i want.

the particle system is very simple. drag and drop sample character → createParticleSystem → check shape → to change shape type ‘skinned mesh renderer’ → just drag and drop body mesh to mesh parameter in particle system.

but the paticle didn’t created from mesh. and if you see purple color arrow in i uploaded picture,

it is different moving direction each other.

is it bug ? or am i doing wrong ?

i couln’t find tutorial about skin mesh renderer particle in unity document .

In 5.3.0 the particles are offset by the particle system. If you want them to track the mesh then move the system so they overlay. We have changed the system in the future so the particles will now always track the mesh as we found the current method unintuitive. This update is not available yet.

Thank you for your answer ^^
i hope to see that .

Have a nice day ~ ^^

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I’m having the same problem in 5.3.1, so I’m guessing the update is not available in 5.3.1 either. When you say move the system do you mean line it up in the editor with a common parent and then it should work (this does not work for me once the character starts moving) or do you mean track the position of the skinned mesh and update the particle system position using a script?

As a side note, I get a Google result for a bug report that looks related (Unity Issue Tracker - [ShapeModule] Particle system with Skinned Mesh Renderer as shape has its particles emitted in wrong position and rotation) but when I try to view it it looks like I’m getting redirected to https://issuetracker.unity3d.com/.

Its fixed in next weeks patch.

Fantastic, thanks for the update!

Is next week p5? I have p4 - still doesn’t work.

I am making a copy of a skinned mesh in code, not creating it in the editor, and assigning the shape of the particle system renderer to it also in code. I see no particles at all, no matter what I do.

The same thing works with a normal mesh renderer.

Its in 5.3.2p1 out this week

Ok thanks. In the future can you guys use version numbers rather than “next week”? It makes things a little easier.

Has anyone had success with 5.3.2p1? I’d like to update from 5.2 but only for the purposes of awesome skinned mesh particles!

I should hope so since all the particle fixes in 5.3.2p1 revolve around the skinned mesh particle fix :wink:

And 5.3.2p1 is pretty stable here (it’s in patches if anyone is confused, NOT the main 5.3.2f1)

Great thanks for the clarification.

Works like a charm in v5.3.2p1

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Yes it does, well worth the upgrade!

Its fantastic !! Thanks for this update !! ^^

I checked now this update, I love this patch. :slight_smile:

This is happening to me in version 5.3.2.31412. Still happening to anyone else in this version? Can’t upgrade at the moment.

Whether the particle system is parented to the mesh/avatar or dropped in the scene, the particles are always offset and hover around the skinned mesh.

Any advice is super appreciated!

I am using 5.3.2p4 and this offset during movement is still an issue for me. When the character is static, it emits correctly on top of the mesh, as soon as there is movement it starts to offset. The faster the character moves the further the offset. The particle system is in local space. I have tried world space with inheriting velocity. Nothing works, no parameters will change this behavior.

Can you file a bug report with an example project please?

Yes. I’m in the process of doing that now. Will report shortly.

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