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.