Problem with instantiated bullet particle system...

I use a raycast system to simulate bullet effects. I just simply Instantiate the particle effect where the raycast hits such as on a wall for example. I realized that the particle effect gets behind the mesh when the surface is uneven such as when in front of an uneven wall.

So how do i fix this issue?

Here is a screen recording of the issue

I would have a particle system with world collision (1 life loss) for the initial bullet, use sub emitter on death to spawn the hit effect (your debris and smoke). Inherit negative velocity (either a constant or curve from -0.2 to 0) for the smoke particles so they are emitted in the opposite direction of the firing direction.

2 Likes

I will try that one soon