I hope this is an easy fix and I hope I didn’t double post, but I didn’t see it when I searched. The issue is that the particles disappear immediately when the parent object is destroyed. For example, shoot an arrow with a trail render on it… The moment the arrow hits, the trail disappears. It looks a little off. There are other examples as well. Is there a way to make a trail complete its path all the way to where the object hit before it disappears? And for things like particles… is there a way to make it stop emitting, but keep the current particles alive until their individual timers run out? I don’t know if I’m explaining this properly… I’ve clicked most options I can find in the particle system, but haven’t come across the one I need. Hopefully it is just a button I overlooked. Thanks in advance for any help, it is very appreciated~
Regarding your first question, there are a few different things you could do. The most straightforward solution I can think of at the moment would be to attach the particle emitter to a game object that is a child of the ‘arrow’ game object; then, before destroying the ‘arrow’ object, detach the ‘particle’ object so that it can persist briefly after the arrow has been removed. (As for the particles continuing to follow the path of the arrow after the arrow is removed, you might be able to add or activate a rigid body component, although I haven’t tried this myself. Another option would be just to write a simple script that moves the object linearly in the direction the arrow was last traveling.)
As for your second question, I’m not sure, but since the particle emitter is scriptable I’d be surprised if you couldn’t achieve whatever effect you’re after through code. Note that it wouldn’t be a change you’d make in the inspector, but rather a scripted change to the emitter’s parameters.