Hello, i need a short help about a particle system problem please: Im using rate over distancce for emission, it’s suppose to emit a trail behind the bullet, but when it start to move in world, it emit also behind the starting position, if i move it in scene view with simulation speed 100 i can clearly see that it emit way behind the actual position, so when i shoot, the trail begin behind the character
I’m also getting this problem.
Using ParticleSystem.Stop() and then ParticleSystem.Start() with Emission set to “Rate over Distance” sometimes starts emitting the particles from about 2 units before the start position.
Hi, if you have a particle with Scretched Billboard (on the renderer settings of particle), you need to set speed scale. If you decrease that value, it will be fixed. Or you can change the emitter velocity mode of particle system.
I doubt you’re still looking for potential solutions to this one, but I was having this issue in 2022.3LTS and found a fix that works for me. This was the first Google result so hopefully this helps others also.
All I needed to do was change the Particle System “Emitter Velocity Mode” from “Rigidbody” to “Transform”. I’m not sure if this is intended behavior when using the Rigidbody. The issue persists even if the initial rigidbody.velocity of my bullet is set in the first FixedUpdate() call. Worth a bug report?
Edit:
Ackschually…
The issue persists even when using Transform mode, only the speed needs to be greater for it to be noticeable. Additionally, using Transform mode introduces other issues (the particles not appearing soon enough)…
Enabling Rigidbody interpolation also seems to help somewhat.