@richardkettlewell
““What I think we need to do, is allow World Render Alignment in this mode too, so old particles aren’t affected by new emitter rotations.””
this still does not work does it? I’m trying with meshes of smoke. I want to spawn them with the particle system transform alignment at birth and then leave them be after that.
Not sure about 3D but I was able to get it working pretty easily in 2D. Made this script that continuously updates the particle start rotation to match the transforms rotation. Im guessing for 3D you would have to instead edit the 3D start rotation and also set the render alignment to world. Hope this helps!
using UnityEngine;
[RequireComponent(typeof(ParticleSystem))]
public class ParticleAligner : MonoBehaviour {
ParticleSystem ps;
// Start is called before the first frame update
void Start() {
ps = GetComponent<ParticleSystem>();
}
// Update is called once per frame
void Update() {
var main = ps.main;
main.startRotation = -transform.rotation.eulerAngles.z * Mathf.Deg2Rad;
}
}
Huge shortcomings you’re right. Trying to figure out how to implement some footsteps and the particle system has so many bugs in it. What a headache to do something so trivial. Unity’s particle system needs way more attention to fixes.
is this going to get looked at again any time? still seems impossible to do a simple old school style boat wake, where the particles trail the boat using the initial direction and are flat/horizontal shaped
This is exactly why I am here today! I’ll try some of the scripting solution, but I was unable to do it built-in. Thanks for all those posts over the years, I better understand why I am struggling with this.
I wrote that 2 years ago, and honestly can’t remember exactly what feature I was talking about, but, my best guess is that it is the ability to use Align to Direction in the Shape Module, but have the particles Render Alignment, in the Renderer module, set to World.
If so, yes that feature landed.
Before that change, Align to Direction locked the particle Render Alignment to Local. But now you can choose Local or World.
just so you know, this just saved me alot of time i already wasted tryng to figure out how to make the particles not follow the rotation of the parent, never delete this comment!