Hi,
I’m launching a missile from a moving ship, and so when fire the rocket the particle emitter takes over a second to render, by that time the rocket is long gone (the emitter is a child under the rocket model, together they make the “Plasma” prefab.
if (Input.GetButtonDown("Jump"))
{
var plasma = Instantiate(plasmaPrefab, GameObject.Find("plasmaSpawnPoint").transform.position, Quaternion.identity);
plasma.rigidbody.AddForce((20 + speed) * transform.forward * 600);
}
How do I get the particles to emit faster as to be spawned with the rocket?
if your particle emitter is a child of the rocket… the particles should be left behind in a trail as your rocket moves…
If I understand what you are saying…the particles are not correctly making a trail and are being left behind, not connected to the rocket ?
then it sounds like you should check your parenting.
screen shot of the issue ?
So it takes about a second for the particle emitter to emit enough particles to “look correct”? And by that time it is too late?
Maybe you could already have a particle system gameobject already running off screen somewhere… instead of instantiating it, you could move it to the rocket’s position. That way it is already “fired up” when you need it.
I’ve had a similar issue with particle systems… for example creating a particle system based waterfall, but when the scene first loads it looks like someone just “turned the tap on” and the water starts falling. It would be better if there was a way instantiate a particle system and have it automatically start x-seconds into the emission and animation cycle.
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Reduce the Min and Max Energy in the Emitter so that the effect happens more quickly.
If this spoils the effect you want, you could have another particle effect that is one shot and with low energy values. That will produce an effect quickly until the main effect takes over. You could have this effect look like the rocket firing up, then the main one as the continued thrust.
why not put the effect in front of the spaceship?
woorked for me in a dessert racing game
If it takes a second or so it might work to simulate a couple seconds before emitting/playing: https://docs.unity3d.com/Documentation/ScriptReference/ParticleSystem.Simulate.html
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