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By Design
Votes
1
Found in
5.4.4p4
Issue ID
883796
Regression
No
Particle sub-emitters don't emit from the right location
Sub-emitters of particle systems do not seem to respect their parent's rotation, and instead emit as if they weren't rotated at all.
Reproduction Steps:
1. Select the 'Particle System'
2. Observe the emission effect with a ring of particles (the subemitter) exploding out from around the qua (main emitter)
3. Rotate the main emitter, and observe that the ring of particles doesn't update where it's initially emitting from
Expected Result:
Sub-emitters should emit based on their rotation relative to their parent.
Note that this isn't simply an issue of being a child transform, as repeating this test by taking the SubEmitterBirth gameobject and placing it inside a new transform shows that it will correctly inherit it's parent transform's rotation. Also, changing between World/Local space does not change the behaviour here.
Reproducible in versions 5.4.4p4, 5.5.2f1 and 5.6.0b9.
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hawaiian_lasagne
May 14, 2020 07:16
I'm experiencing this exact issue also.
Could we please get an explanation about how we should resolve this, and what 'by design' means in this case?
Thanks
YondernautsGames
May 09, 2017 16:29
Is there any documentation explaining the reasoning behind this design decision? I can't figure it out in the slightest. Seems very counter intuitive to me and I'm currently having to write a huge amount of hacky code to get around it.
My use cases: Bullet hit decals and bullet hit dust spurts. I'm having to get and set every particle in the emitter for each hit in order to set rotation for decals. For spurts, I'm having to use velocity over lifetime which means manually re-coding any shape based functionality I would like (cone spread, volume, etc).
I might be using entirely the wrong process, but I've not found any documentation that gives guidance on proper usage.