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Showing results for tags 'emitter'.
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Hi, folks. I've been dinking around making my own flame effects for an engine model I've been working on. Everything seems to be what I expect until I uncheck "simulate world space" and then the rotation is wrong. I have a root game object with part tools and an empty with the particle emitter script as it's only child. The engine is an entirely separate game object. With Simulate World Space checked: With world space unchecked: Why does the direction of the emit change? What's even weirder, to me, is that it to get it to emit in the expected direction, I have to rotate the X axis by 45 degrees, rather than 90. If I set X axis to zero, the particles emit in exactly the opposite direction! Thanks, K
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In one of my recently released parts, I have an issue with my KSP Particle Emitters (KPE) disappearing when viewed from certain angles. As it's difficult to describe in text, I'll just post a screenshot: Those are 4 different instances of the same part, each with two 2D oval-shaped KPEs, a green one on the right and a blue one on the left (particles change color to a yellow/orange/red as they move to the center, where they disappear). As you can see from the image, I've pointed out three missing particle emitters, because of the angle from which they are viewed. Additionally, the particle emitters disappear if the part is highlighted (mouse-over). This did not happen in Unity 4 based KSP, and I'm wondering what changed and how I can fix it. At first I thought it was some weird occlusion culling bug, but after reading about Unity's occlusion culling, and the settings it requires in the Unity editor, I don't believe this to be the case. Any help or ideas are appreciated, and if you want to see the problem with the parts in game yourself, you can get them here (it's especially bad on the radial fuel cells).