Possible to Override the Particle class and add an Origin point?

I have a situation where I want to know where a particle came from upon collision with an object. Upon collision with a particle I get the particle but it of course doesn’t have any information about where it came from. I’d like to try overriding the Particle class, add a Origin point vector and set that point when the particle is created.

My main questions are, is this possible, and if I do this, is there a way to still use the default Particle Emitters or will I need to create a custom Particle Emitter as well?

I think you do not need to make it so complicated. You could just add a trigger to the particle emitter and when an object hits the trigger you would know what hits the trigger.

Not too sure what you want to achieve by doing that but overriding is only possible if the base class meaning Particle class is mark as override if not you can’t override the particle class but you can extend from it and make your own custom particle class.

Thanks for answering, this question probably fits the scripting area better.

What I want to do is use the particles to simulate sound waves that bounce around the area and when one of these “waves” hits an enemy they are sent the origin point of the wave. I want to use an origin point because the thing that emitted the sound may have moved by the time the ‘sound wave’ hits an enemy.

Extending the Particle class is what I meant, just haven’t used programming terminology in a while. Extending the Particle class is definitely what I’ll have to do. If I do this, would I have to extend the Particle Emitter class to use my new particle? If I extend, the Particle Emitter class could I use the functions of the base class on my new Particle class? I’d hate to have to write a whole new Particle Emitter and Animator just to add one Vector3 to the Particles.