Particle system not to follow the GameObject?

Hello Devs,

GOAL :

I am trying to re-create a wind effect for my game. The wind should resemble more or less a swirl wind or a mini tornado. To give a picture representation, I would like the particle effect to follow the circular arrows like in the picture below.

alt text

They should start at the bottom & reach the top.

METHOD I USED :

I thought that if I have particles moving up on the Y axis and If I happen to rotate the GObject, I could get a similar effect. But I ended up have my particles following me rather than moving in circles.

HYPOTHESIS:

But I think that I need add any code to the GObject and such an effect is possible through shuriken particle system. I am just stuck right and I do not know, what kind of an approach I should use.

What would be the best way to do it using a particle system?

Thank you,

Karsnen.

Just a though if you are just rotating the particle on the Y axis then it may be doing what “you want it to do” but not how you want it to do it. You may have to send the particle out a bit on the up vector to make it spin not just rotate.
Im just think out loud here. Hope that helps

camera code

var target : Transform;
var distance = 10.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

private var x = 0.0;
private var y = 0.0;


var smoothTime = 0.3;

private var xSmooth = 0.0;
private var ySmooth = 0.0; 
private var xVelocity = 0.0;
private var yVelocity = 0.0;

private var posSmooth = Vector3.zero;
private var posVelocity = Vector3.zero;


@script AddComponentMenu("Camera-Control/Mouse Orbit smoothed")

function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;

    // Make the rigid body not change rotation
    if (rigidbody)
        rigidbody.freezeRotation = true;
}

function LateUpdate () {
    if (target) {
        x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
        y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

        xSmooth = Mathf.SmoothDamp(xSmooth, x, xVelocity, smoothTime);
        ySmooth = Mathf.SmoothDamp(ySmooth, y, yVelocity, smoothTime);

        ySmooth = ClampAngle(ySmooth, yMinLimit, yMaxLimit);

        var rotation = Quaternion.Euler(ySmooth, xSmooth, 0);

       // posSmooth = Vector3.SmoothDamp(posSmooth,target.position,posVelocity,smoothTime);

        posSmooth = target.position; // no follow smoothing

        transform.rotation = rotation;
        transform.position = rotation * Vector3(0.0, 0.0, -distance) + posSmooth;
    }
}

static function ClampAngle (angle : float, min : float, max : float) {
    if (angle < -360)
        angle += 360;
    if (angle > 360)
        angle -= 360;
    return Mathf.Clamp (angle, min, max);
}