So, I'm using the legacy particle "small flames". Basically what I want it to do is always emit below the ship, so when the ship turns and such it still looks like the thrusters are firing.

I know adjusting the World Velocity Y can adjust what direction the particles throw, but what I'm wondering is how do I always get what direction the back of the ship is facing, so I know what direction to emit the particles in? It doesn't have to use World Velocity, it could use rotation or some such, I just can't figure this out.

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    \$\begingroup\$ Can't you just put the particle effect as a child of the game object? \$\endgroup\$ – Tetrad Apr 18 '12 at 19:44
  • \$\begingroup\$ Already did, but that has no effect. \$\endgroup\$ – Timothy Williams Apr 18 '12 at 20:02
  • \$\begingroup\$ Do you have "simulate in world space" turned on? Maybe turn that off? \$\endgroup\$ – Tetrad Apr 18 '12 at 20:19
  • \$\begingroup\$ Ahh, if I turn that off and adjust a few settings I can get it to display correctly. Thanks!! \$\endgroup\$ – Timothy Williams Apr 18 '12 at 20:36

As we talked about in the comments, turning off "simulate in world space" will likely fix the issue.


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  • \$\begingroup\$ One odd problem I ran in to though, when I change the .emit or .maxEnergy variables too much, the emitter destroys itself! Like, if I have it set so that when I press up thruster.emit = true; and when I release up thruster.emit = false, when I press and release the up arrow 3 times the emitter completely destroys itself, not just the component but the whole object. \$\endgroup\$ – Timothy Williams Apr 19 '12 at 0:45
  • \$\begingroup\$ Check in the particleAnimator that your "Autodestruct"-boolean is not true. \$\endgroup\$ – Esa Apr 20 '12 at 5:13
  • \$\begingroup\$ Ahh, thank you so much Esa! That's exactly what the problem was. Thanks for all the help you two. \$\endgroup\$ – Timothy Williams Apr 23 '12 at 20:04

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