is there a way to speed up particles flow in runtime?

Hey there. I made a nice aura effect so simulate a Dragon ball Z super sayian Aura, but running at normal speed is a bit slow for me. When I increase the value of the playback speed, it runs how I want it to run. But still it does not affect the runtime as it maintains the normal slow speed as how it looks when the playback speed is set at 1 (Normal) .

I do not have children assigned to my particle system. My hierarchy consist of only the main camera and 1 particle system which gives off the Aura effect I more or less wanted . The shape and and size is perfect for me, it’s just as I said slow. Increasing the playback speed to a higher number (2 or more) gives it the lovely effect I more or less wanted, but playing it in runtime gives it the normal slow speed as if the number was set at 1.

I’ve tried playing with the start speed and velocity over life time but they only changed the shape and size of my Aura, which I don’t want to happen. I want it to stay the same shape and size just emitting more rapidly.

I’m sure some of you might give an answer that involves scripting, but sad to say I’m not too familiar with how to script. Especially in Unity. So, if you’re giving an advice with scripting involve I asked that you teach me the step by step procedures to getting it done if it’s not too much trouble. We all start somewhere and for me here is where I start. :slight_smile:

I’m looking forward to each and every advice that can be helpful to my dilemma in getting this Aura effect to looking how I want it to look.

Thanks in advance.

-Draiden

Just to narrow things down, try a script like this (on the object with the particle system component) and see if it works:

using UnityEngine;
using System.Collections;
public class ParticleSpeed : MonoBehaviour {
    public float speed = 2;
    ParticleSystem ps;
    void Start() { ps = GetComponent<ParticleSystem>() as ParticleSystem; }
    void Update() { ps.playbackSpeed = speed; }
}