I am making a rocket ship, and at the bottom of the ship is a rocket thrusters shooting out giant flames in the form of a particle system!
It looks good at low speeds but when the rocket is moving very fast the illusion is broken. This is because the rocket is moving faster than the particles, causing them to create a line in the direction the rocket is moving, rather than the direction it is facing.
I would like the particles to inherit the transforms of their parent entity, the rocket ship, in order to look more like the thruster. Is that possible?
Are you using the âvelocityâ graph or the âlocal velocityâ graph? If you use the Local Velocity the trail will be directed with the transform of the entity it is attached to.
If you are already using the local velocity, then you could try and fix it by reducing the lifetime of the particles. If the particles donât last very long they wonât be able to get far enough way from the rocket to spread out like that. If you make them faster and shorter lived, that should help prevent this effect.
Thanks for the example Will. The rocket trail looks great, but has the same issues. Here I have rotated it by 10deg every tick, and you can already see the trail âbendingâ:
Really I want the particles themselves (not just the emitter) to inherit the transforms of the parent entity. Itâs an odd behavior which 99% of particle system instances donât want, but is needed for convincing rocket/welding torch/etc particle effect. I guess I could potentially just use a billboarded material or something instead of a particle system.
Yeah, I see. Funnily enough our old particle system (before we integrated it with the editor) only supported this kind of behaviour. Which was really frustrating then, but useful for this case
We still have the code, for example in the SWOOOP source but itâs not straightforward to integrate it. I might be able to put together a working demo if youâre interested?
@mhughson Well, yes, the particles are not fixed to the emitterâs coordinate system, so they will do that. But thatâs more realistic, isnât it? If the rocket spins very fast, some âbendingâ of the trail would look better, IMHO. But hey, I do see the value of being able to also choose particles to be locked to the emitterâs coordinate system in certain scenarios. But thatâs not something the current particle engine does (as @dave says).
We still have the code, for example in the SWOOOP source but itâs not straightforward to integrate it. I might be able to put together a working demo if youâre interested?
I appreciate the offer Dave, but itâs probably not worth it Iâm just doing a quick game for PlayHack, so I can just work around the problem.