Unity Particle System Simulation Space

Don't do that. When you choose this option that game object becomes the particle system's simulation space, which is why setting it to something else doesn't work. And since that object isn't actually turning, neither will your particle system. Instead use the Mesh shape option and assign the same model asset that game object uses.

the Particle System is set to simulated in world space, and i manually call simulate function from script, but it works still like in local space , that means the particles are like moving with emi

The transform of the simulation space z scale is zero. That why created runtime object cannot show the particle. Topic Replies Views Activity ParticleSystem Custom simulation space with no relative Transform Unity Engine Graphics 3 2859 May 22, 2018 Particle system Choose the custom simulation space Transform with C Unity Engine Scripting

Not sure what simulation space is. But in that example you're declaring and setting the value of sim on one line then immediately reassigning the value of sim on the next line. Don't think that's what you mean to do.

Description This selects the space in which to simulate particles. It can be either world or local space. Toggle between local and world space simulation using the following example

This problem happens when I try to use world space and I can only seem to use world space because I'm trying to leave a trail. I wrote a script for the Particle System so that whenever the player reaches a certain velocity, it's prewarm is set to true and it can immediately start playing the particles.

Description The space to simulate particles in.Properties

The Simulation Space property determines whether the particles move with the Particle System parent object, a custom object, or independently in the game world.

Description Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace.

If I set them to simulate locally, the effect is magnified. Since it does it to a lesser degree when set to World, it makes me think there is a setting on the particles that are allowing the emitter to influence them after emission. Yet, as far as I can tell all the quotinheritquot options are off. Edit I figured it out, it turned out to be the quotvelocity over timequot which I had assumed affected the