(w) and (L)

I don’t understand these results

9773244--1400820--upload_2024-4-15_21-5-0.png
but
9773244--1400823--upload_2024-4-15_21-5-18.png

9773244--1400826--upload_2024-4-15_21-5-25.png

it’s not very visible here because the controller is pointing down but if you look down from the corner of the GUI frame you’ll see that the second sphere is offset to the right. it’s far more noticeable in 3D

L component in a W block should have the same center as L in L but it’s not the case.
block L/W is only simulation space, shouldn’t affect L coordinate system
Why is it !=?

Hello,
Let’s admit the conform to sphere is forcing the particles being placed at the center of sphere.
In both cases, the “displayed” position will be the parent VFX transform translated with (0,0,0.5).

Looking at this difference:

This changes of behavior makes me think at the initial position : without any SetPosition block, with a system in local, the particles will be born at the local transform while with a system in world, they will be born at the origin of the scene.

Can you try to alter the initial position with a SetPosition either in Local or World ?

Otherwise, I’m lacking on context to be sure about the issue, can you share your VisualEffectAsset ?

also the conform to sphere center is set along the z axis but as you can see here it also has x and y
9774558--1400832--upload_2024-4-15_21-13-2.png

It’s all very logical, it was my fault, I forgot that the vfx GO was offset so I was in fact mixing a bunch of offsets. After zeroing out everything it behaves.
Gizmos exist in W space but not in L space, could we get in L?