Mesh renderer particles with a different custom simulation space

Hi,

I’m making a VR game where the player can summon weaponry and the VFX for that involves spawning particles in the shape of that weapon’s mesh. So that the particles don’t unrealistically follow the player’s hands post-spawn, they need to be spawned either in worldspace or with a custom sim space.

One caveat is that the player character in this game moves VERY fast, so if the particles are spawned in worldspace while the player is moving, they’ll only be onscreen for 1 frame, because the player will have moved far away from their initial spawn position by the next frame. Because of this I’d like their simulation space to be the player’s body, but it seems this is currently incompatible with mesh renderer particle systems. The moment I change their sim space they take on the shape and position of that transform. This is odd to me because I used this technique back in Unity 2017 and it worked great. The particles would spawn in the shape and position of the weapon, but would follow the movement of the player body. Is this no longer possible?

Edit: I’m using Unity 2019

If the behaviour has changed since an old unity version, it may be a bug. Please submit a bug report and we will look into it, thanks