It works by having a parent volume which contains the actual visible objects but does not emit particles itself. Then, we have one prefab for the loop-de-loop wind trail and one for the straight wind trail. We can customize the rates, boundary size for the spawn volume, size, and speed on a per-prefab basis to match whatever setting the wind will be spawning in.
Ooh, that’s super nice. I forgot about the wind trails
Will take a look at the PR as soon as I can, and implement them in the Town_Upper scene, and in other windy areas. Thanks for the contribution!