Mix Simulate in Local and World Space for Fire Effect

I want to create a realistic fire trail on my moving targets with my particle emitter.

Right now in either:

In Localspace: it looks the fire looks too stiff, but follows the enemy around.

In Worldspace: The flame is always behind the target.

I have considered having two particle systems, but because a lot of targets are going to be fired up :slight_smile: I would like to only use one particle system for this, any method to do this this?


I don’t know about a simultaneous solution, but you could try to switch between local and world inside a coroutine with a given frequency. If the frequency is low enough and the emission high ebough, it might not be so bad a trick.