Particles do not inherit speed of emitter?

Hi,
the particle-system I’ve set up doesn’t quite behave the way I hoped it would:
I want do emit a burst of sparkles every time a car drives over a certain trigger. It’s a fairly easy setup, but when the car moves very fast, the sparkles are out of sight, before they become clearly visible (like a trail).
When I disable “simulate in worldspace” it looks almost, like I want it to be, with the exception that the particles are linked to the parent and follow the car-movements even after they have been emitted.
I just want the particles to inherit the speed of the Car at the time of emission, but they shouldn’t follow, when the car changes speed or direction.

According to the reference that should be accomplished with “simulate in worldspace” turned on and “Emitter Velocity Scale” set to one, but it stays pretty much the same.
It is not entirely clear to me, from which property exactly the velocity is inherited. Is it from the world-translation of the emitter? Do I need a rigidbody or whatever?

Some clarification would be highly appreciated.

Thanks,
Stefan

Well, it seems like the emitter has to constantly emit particles (or over several frames), for them to inherit velocity. That makes it kind of unusable for my purpose, so I rather tweak the local simulation to do what I want.

I’d love to hear suggestions for a nicer approach.

You can use ParticleEmitter.Simulate to start the emitter off as if it had already been running for a bit of time.

The default transparency is extremely high for the first color of the particle emitter, so you’ll have it be pretty invisible for 1/5 the time. To get around your problem, I’d say just to make the first color less transparent. That way the particles will be visible from the instant they emit.