• Unity
  • Bone rotation follower ?

Hey!

I am writing with a problem that I am sitting on the next day but I have no ideas on how to solve it.

  1. I want to make an effect on a particle system for a character who hits the opponent with a fist and causes particle emission. After hitting, I want this effect to not spin, if the character rotates, before it disappears.

  2. I also need the rotation of the emitter to follow the rotation of the character, and thus the above effect was always directed in the same direction as the impact.

Unfortunately, from what I tried, I manage to achieve either the effect of points 1 or 2.
For example, when I set Shape -> Align to direction ON, it causes the particles to appear in the direction of the attack of the character but rotate if the character rotates before they disappear ...
If I turn OFF ''Align to direction'', then they do not rotate after the impact, but if the character rotates before the impact, they always appear in the same initial rotation after the attack, no matter which direction the character is attacking :confused: :confused: :confused:

Align_OFF video
https://drive.google.com/open?id=1tzO3_OhDtO4uN87dXEztuenpJwgDH8yx

Align_ON video
https://drive.google.com/open?id=1V6Sq6_1sKGHDhOG3thgDGXbWK75vl-BZ

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  • Modificato

I'm not sure I understand your problem correctly, so please let me know if the following does not make sense with your scenario.

You should be able to set simulation of the particle system to world space instead of local space. Then you can have the emitter attached to the bone, but not move the particles with it after they have been spawned.

If this is not working for your scenario, you could also spawn a new (or place a cached) GameObject detached from the character (not parented to it) with the particle effect attached.