Is there a away to emit particle trail without particle velocity?

Hi, I have a particle system which is moved around character by code. It should have trail.
Particle system should be moved by code, because it has collider, I can’t really use particle velocity here.
So the particles themselves are static relative to Particle System and their trails aren’t emitted.
I tried using TrailRenderer but it simulates in world space and character movement affects the trail which I don’t want.
Is there a way to somehow simulate trail in local space as if particle is moving in specific direction?
Position and rotation changes can be done manually, that’s not a problem for me.

I would advise a set up like this:

Main particle system:

  • enable sub emitter module
  • emit on birth
  • set rate over time in emit module to whatever you want
    Child particle system:
  • enable trails module
  • set trails module to ribbon mode
  • check Split Subemitter Ribbons
  • set render mode to none in renderer module (to hide billboard particles and only show trail)
  • set a trail material
  • set start speed to 0

With this, each particle of the sub emitter becomes a trail point, so you have more control over their simulation space/velocity etc than you do with the simpler trails setup.

Hope it helps!

Hi, I had time to try it now.
I still don’t quite understand how to make it the way I wanted it. The only helpful thing I found was “Attach Ribbos To Transform” in Trails module. That way I can make a constantly visible trail from child to parent with constant length. The only problem I still have is that it doesn’t bend while I orbit it around character from code.