I cant seam to get this to work. I instante a particle system on an object wit that objects rotation as its rotation but it doesn’t work. I ever tried turning off simulate in workspace. Im not sure what to do. I just want a smoke to be instated in front of a gun facing that direction.
I am having the same problem. Maybe someone can help us?
I have played around with using the transform.LookAt function, as well as the Quaternion.Slerp function, but it doesn’t seem to ever look at my target.
Is there something “wonky” about Particle Systems/Particle Emitters that causes them to not act like normal game objects? I just don’t know why rotating a particle emitter to a specific rotation is so hard.
I know what you mean Velo! I dont know why either >.<
I got my problem solved sherlockturtle. I don’t know if we are talking about the same thing or not, but I set the “World Velocity” on my particle emitter to be the Vector3 distance between my enemy target and my particle emitter. It turns out messing with the “World Velocity” setting on the particle emitter fixed my problem. I didn’t have to mess with the rotations at all, thankfully. ![]()
I also instantiate my particle emitter game object via script, and I set it’s transform.position equal to an empty game object that is the child of the unit I want the particle emitter on.
I still need to tweak a few settings, but for the most part I have it working how I wanted it.
I changed it but it will only go one direction
I do create it with a script butI just want it to be facing the direction of the object but that doesn’t work.