I’m instantiating a particle system and setting it’s x localscale to 1 or -1 depending on it’s parent orientation, however it’s sub emitters aren’t flipping with the main particle system, if I use children instead of sub emitters the children don’t flip with the parent either.
How do i have multiple particle systems or sub emitters follow the paren’t localscale?
First make sure scaling mode of your sub/child emitter is “hierarchy”. Second, some older version of Unity would ignore negative scale for specific simulation space, so you may switch simulation space in main module, or just update your Unity.
It seems that there is no way to spawn particles in a specific orientation in a 2D game other than by using some complicated method such as orienting all the particles and sub emitter particles in code or having a specific hierarchy for the hierarchy scaling mode to work.
My solution was to get rid of my player’s parent to have him as the root in the hierarchy, which is not what i wanted, then when instantiating the particles, parent them to my player, then set their localscale to (1,1,1), and then set their particle system scale mode to hierarchy, this is the only way that i found to spawn particles with sub emitters attached to my player and facing the same orientation. Hopefully i am doing something wrong because having to do all this makes no sense to me.
You can create 2 particle system (first, scale = -1 second, scale = 1) if facingright - play first, if !facingright -
play second one, if you flip stop both particle system. I use it in my “battle world” pixel art game and it work perfect.