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GameObject _particle= Instantiate(Resources.Load("SplashDust")) as GameObject; ParticleSystemRenderer _rend = _particle.GetComponentInChildren<ParticleSystemRenderer>(); _rend.material.color =;


I ended up not "keeping the particles together" as I originally wanted because it made literally no sense computation-wise but using a bitmap of a white silhouette on a black background as a mask for each of the spaceship modules instead. A whole ship would be made of an array of those bitmaps stuck together. Whenever a module got hit I'd render an irregular ...

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