#Yes , I do. It's currently set for

1 messages · Page 1 of 1 (latest)

zealous orbit
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Are all particle systems acting weird right now or just this one? What happens when you go into game mode and add a new particle system in the hierarchy?

slim edge
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This is the only particle system I have. I'll add a new one.

zealous orbit
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It could also be that the sizes you are using are simply way too big for the world you have right now.

I would also test out with particle size 10% of the current size and also divide the size of the shape (shape module) by 10 and the speed by 10. Then see if that makes a difference

slim edge
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I decided to make a completely separate scene to remove any variables.

The result is the same. The explosion, which is displaying in the world simulation space, is not appearing where my camera is. It's appearing way off to the side. It's acting like it's not set to World.

That little white square is my main camera.

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What you are seeing is the game paused and in scene view.

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The explosion should be starting inside the camera view.

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Unless my understanding of "World" simulation space is wrong.

zealous orbit
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I think your understanding might be wrong. Try setting the particle system as a child of the camera object and set all the positional values of the particle system object to 0.

slim edge
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Yeah, now it's appearing at the camera, and as you suspect it's way too big.

I had it displaying perfectly fine using Local for my simulation space instead of World. But I read a post on particles suggesting using "World" instead. (You can just read the one comment I am linking)

https://forum.unity.com/threads/cant-play-unity-particle-system-when-i-want-and-where-i-want.1146047/#post-7358438

Do you know why it would be suggested to use World simulation instead of local? I don't see any advantage of using it.

zealous orbit
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Let me record a short demo that will make the difference really clear. One sec.

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So, here we have a parent object (sphere) that has two particle systems as childs. One is emitting yellow particles in local space and one is emitting blue particles in world space.

The difference in behaviour is pretty obvious here. When you move the parent (sphere) around in the game the yellow particles will always take the position of its parent into account and will always act as if both the sphere and the particle system iteself never moved in the first place.

Whereas the blue particles (world space) only take a look at the parent (sphere) on spawn and then forget about it. They don't care where the sphere is after they have spawned and just calculate their velocities on their own.

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You can use this to your advantage. For example if you have a projectile. Imagine a shooting star for example. The head of the shooting star might have glittery particles emitting in local space. It will look like they're "stuck" to the head of the projectile.
(yellow particles in the example)

And then you add a second particle system with particles emitting in world space. They could leave some kind of star dust which would make it look a bit like a trail.
(blue particles in the example)