I’m facing a problem and I really won’t know where the issue is. I have two skinned characters, Mech3 and Mech4. They are different models but they have the same rigging structure (same number of bones, same names, etc.).
I made a script to control the rotation of the bone Spine1 for a first person controller with mouse movement.
Then I made a flamethrower with a wolrd simulated particle system for the fire effect. When I instantiate the particle System on the Spine1 of Mech3 all is good and well, Particle system emitter rotates normally with the rotation of Spine1.
When I do the same thing with Mech4 the emitter doesn’t follow Spine1 but HIPS (and consequently doesn’t follow the torso rotation of the character).
Here is an image of the two hierarchies during play mode:
Setting up particle systems to Local space simulation seems to settle the issue, but this is clearly not what I’m looking for.
I also made the particle system print their parent after instancing, and the parents are actually correct (as you can see from the image above).
I even tried to unparent and reparent the particle system to the weapon at start, but it didn’t make any difference.
It looks like a bug to me but… Am I missing something?
PS: here is a link to the web player scene so you can see the behaviour. Try Equipping the flame thrower on every mech. Mech 3 behaves correctly, Mech 4 have the issue I’m talking about.