Particle angular velocity

I’ve been trying to set the angular velocity of a particle emitter, but it seems to just be ignoring me.

This code:

		Debug.Log("setting: " + velocity);
		particleEmitter.angularVelocity = velocity;
		Debug.Log("rotation set: " + particleEmitter.angularVelocity);

Produces the output:

setting: 5
rotation set: 1

Am I missing something obvious, or is this a bug?

Still stuck on this.

It appears that I can set the angular velocity to 0, but any other value just sets it to one, like it’s converting everything to a boolean or something.

I seem to be able to set a value at run-time using the inspector, but any attempt to set it in a script (c# btw) just results in the behaviour described.

I’m creating the particle system by creating a new gameobject, then adding the components to it, so I thought this might be the reason. However, using a prefab and instantiating made no difference, and if I set the angularVelocity in the prefab, the value doesn’t get copied over to the instantiated object.

I just found this post from nearly a year ago that describes exactly the same issues.

In any case I’ve created a(nother) bug report.

More than a year later… This is STILL not fixed in Unity 4.0.

Created yet another bug report.

yea, still having same issue… 6 months later. This must be fixed.