Need help with particle system rotation

I have a flamethrower in my game using a particle system. Here’s the video:
https://clipchamp.com/watch/QONwolloHdi

As you can see, the flames will rotate with the player, however I only want it to rotate the spawning of the flames, but the existing flames still rotate. Anyone got any suggestions in how I can solve this? Thanks!

Here’s the script I use if it helps:

    public GameObject flameThrower;
    private ParticleSystem loopableFlame;

    public Player player;
    private bool throwing = false;
    // Start is called before the first frame update
    void Awake()
    {
        loopableFlame = flameThrower.GetComponent<ParticleSystem>();
        loopableFlame.Stop();

    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            if (!throwing)
            {
                throwing = true;
                loopableFlame.Play();
            }
            player.canMove = false;
        }
        else
        {
            throwing = false;
            loopableFlame.Stop();
            player.canMove = true;
        }
    }

Change the simulation space to local, not world.

Then go forth and set lots of things on fire. :slight_smile:

Kind of works, but then all then all flames will move as you rotate in a line. I might try to instead of using a child object, instantiate a non-loop prefab a ton of times so the flames won’t rotate with the player and see if that works. Once I get back on.