Hello, I’m trying to simulate my particle in world space.
so in world space, meaning the particle should be in its own position and rotation when emitted? right?
in my case, the particle still rotates with the parent transform.
lastingspecificbangeltiger
how do I leave it on the first rotation when emitted as the position did?

I’m not sure if it will work but maybe try the Horizontal Billboard Render Mode.
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Thanks for responding! I forgot to go back to the thread for the temporary solution I’ve come up with.
The particle is on the GIF is a mesh though…
So I tried setting the start 3D rotation via script with this code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class ParticleFixWorldRotation : MonoBehaviour
{
public ParticleSystem system;
public Vector3 EulerOffset;
public Vector3 OrigEuler;
// Update is called once per frame
void Update()
{
if (system)
{
var main = system.main;
main.startRotation3D = true;
OrigEuler = (transform.eulerAngles + EulerOffset) * Mathf.Deg2Rad;
main.startRotationX= OrigEuler.x;
main.startRotationY= OrigEuler.y;
main.startRotationZ= OrigEuler.z;
}
}
}
Then once this is applied, I have to set the render alignment too at world space. and it will be fixed.
I’m sure there’s a better code/solution than this, but I guess this enough does the job!
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