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Question by rodoiada · Jan 06 at 05:33 PM · meshparticlesparticlesystemparticle systemskinnedmeshrenderer

How to use a different Mesh for each Particle?

I'm trying to use a single Particle System to create a death effect which consistis in detaching each part of the character's body.

A solution I came up with is to create Particle Systems using meshes and interacting with Physics (to collide with the ground and gravity).

The limitations are that there is a max number os meshes (max is 4) and there is no option of emitting each particle with a different mesh with the ones avaliable, without repeating, which causes to choose to emit 3 heads and no torso, for example.


Should I try a different approach? I thought of using the actual objects in the model, but since each is using a skinned mesh renderer, I was not able to individual control each part (and each part has no collider nor rigidbody).


I hope there is a way to select the index of the mesh to render and avoid duplications, since there is a definition of meshIndex in ParticleSystem component, but again, I was unable to control it.

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