Prefab with sub emitter (shuriken particle system)

Okay so let me describe what I want to accomplish, then how I am, and how it is failing. Hopefully someone can provide a solution or workaround.

When a ray from the mouse collides with an collider return that point and instantiate a prefab of a particle system. The effect is a firecracker like explosion on the mouse pointer where clicked. It requires a few concurrent particle systems as well as sub emitters.

I have 2 prefabs

  • One for the sparks
  • One for the breakup of sparks (on collision emit 3 particles)

But I am unable to set the second particle system as a sub emitter because they are prefabs. Neither are current game objects in the screen. Because multiple instances of this particle effected can be visible on the screen a prefab would be the correct thing to use? Is there a solution or more proper work flow for the particle system?

bump?

So I worked around my initial problem by just having an off scene particle system I instantiate rather than a prefab but I still do not have a new particle system being shown on collision. It is working fine in the scene view but not in the game mode any ideas?

So I know this post is super old but its the top google result when searching for solutions around this topic (I found anyway.)

All you have to do is drag both prefabs into the scene and then assign the scene version of the prefab to the sub emitter. This worked for me anyway. Not sure what happens about updating prefabs at a later date, but I hopefully they update fine.