So I'm using Unity's simulate function to pre-render particles. It seems that simulate is not quite working as to what I expect. It's most likely a setting that I missed. But I just really cannot find the issue.
This is from inside the editor, I clicked on the particle object and just let it run. This is what I'd like.
This is after I've run the game a little bit, then hit pause. This is what is currently happening, for some reason the particles get bigger.
Here is the script that I've attached.
public float initTime;
public ParticleEmitter partEmitter;
// Use this for initialization
void Start () {
for (float i = 0.1f; i < initTime; i = i + 0.1f) {
partEmitter.Simulate(i);
}
}
I've run this scene in both Unity 3.5 and in Unity 4.0. Same thing happens in both versions.I'm pretty sure that it's something to do with the script. But I've tried many different pieces of code and they are all similar and do the same thing.
i
)? I've just tested that. A smaller amount makes the particles bigger and vice-versa. If you speaking of the step setting in Time settings, I haven't changed anything there. \$\endgroup\$