![]() ![]() At least birth and collision, doesn't make much sense with death. Honestly I think the only thing that would really make this easier for the average user is extending the inherit velocity -> "current" to work with sub emitters. That's a lot of special cases the user has to know about and avoid otherwise making the inherited seed option seem "broken". You would also need to use the inherit velocity module still to ensure the initial velocity is the same. The noise module could presumably still be in sync (?), but any velocity affecting over lifetime modules would not. If it's inheriting the seed it'll spawn with the initial values of the original particle, but have its lifetime out of sync. Lets take the case of a birth sub emitter with an emission rate. ![]() That significantly limits the usefulness. Especially with out a more thorough understanding of how the seed is applied internally. I'm having a hard time thinking of a use case for any of these. Using the inherited seed for sub emitters using death, collision, or birth w/ emission rate. But it's unlikely to make it any less obscure for the average user, and insignificantly easier for the more experienced user. Would this make it easier? Slightly, yes. Also everything else velocity related would still need to be identical between the two emitters. You can use the custom data properties to allow you to individually scale (by modifying the UVs in the shader) each, as well as animate the color independently if needed.Ĭlick to expand.It would remove the need to use a fixed seed, and the need to keep the emission variables identical, but it would only really be useful with a birth sub emitter that spawns a single burst particle time 0. Have a single shader that renders both particles (assuming the particles are billboards). Then as long as they share identical emission and velocity values elsewhere they'll have identical motion making them appear to be linked. What I've done for more complex setups is disable "Auto Random Seed" and set both particle emitters to use the same seed. This is the most accurate way to do what you want, but it's slow and bug prone. Have a script on your particle system that copies a parent particle system's particle positions. There are kind of three ways to do what you're trying to do.ĭuplicate particle positions with a custom script It's a nice bonus that initial velocity also works for sub emitters, I don't believe it always has. Inherit velocity is mainly for inheriting the game object's velocity. ![]()
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