Setting particle position does not appear work

It seems that I cannot set a particle's position. This script creates particles but leaves them all at the emitter's origin.

I tried to add a `Debug.Log(p.position)` after the `PlaceParticle` call and it seemed to be spouting off correct values. But I end up with thousands of particles in the same exact spot on screen when this runs.

private var     density : float = 0.5;
private var     height  : float = 100;

function Start() {
    yield WaitForSeconds(0.1);
    var radius = Stage.stage.radius * 1.5;
    var area   = Mathf.PI * radius * radius;
    var count  = density * area;

    particleEmitter.Emit(count);

    for (var p:Particle in particleEmitter.particles) {
        PlaceParticle(p, radius);
    }
}

function PlaceParticle (particle : Particle, radius : float) {
    particle.position = transform.position + Vector3(
        Random.value * radius,
        Random.value * radius,
        Random.value * height
    );

    if (particle.position.magnitude > radius) {
        PlaceParticle(particle, radius);
    }
}

Any ideas?

I don't see you setting `Particle.velocity` anywhere. Would that have a bearing on your problem?

This is a little old, but the issue is that you didn’t apply the particles array back to the emitter. It’s not passed by reference.

When you’re done:

emitter.particles = modified_particles;