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Question by Cherno · May 27, 2013 at 06:49 PM · particlesparticle

Particle: Stretched Billboard pulls my particles inwards ?!?

I am creating a particle system for muzzle flashes. So far, so good. After some experimenting, I discovered that the Stretched Billboard render type looks best because of the trails the particles leave. However, if I select this mode, large particles spawn from far around the emitting mesh and travel inwards to it before the actual particle burst as I wanted it occurs, resulting in a sort of "sucked in - blown out" effect. What am I doing wrong?

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avatar image Owen-Reynolds · May 27, 2013 at 10:28 PM 0
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Is this using the Legacy system, with random velocity to make them move?

If so, i've had luck with Tangent Velocity-Z (X and Y are give non-helpful sideways motion.)

avatar image Cherno · May 28, 2013 at 11:32 AM 0
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No, it's the newest Unity version and no Legacy functions have been used as far as I know. One tutorial talks about setting the speed to negative to make particles move inwards but I have set it to positive and the initial suck-in motion shouldn't be there anyway ;)

avatar image Owen-Reynolds · May 28, 2013 at 02:33 PM 0
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Stretched billboards in the old system, depending how they were set up (there were more options) were stretched in the direction of movement. So, if your speed starts slow or negative, that could be flipping them to look more inward at first.

Could make the texture non-symetrical, to test (or even for real -- the outward end can be more jaggy.)

avatar image emmalloyd · Dec 19, 2013 at 03:16 PM 0
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Hey, I know this is an oldish thread, but did you manage to fix this? I'm having the same issue.

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Answer by 3dMOose · May 12, 2014 at 10:01 PM

Try changing your Length Scale (or Speed Scale) to a negative number (they're in the Renderer module).

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avatar image Cherno · May 12, 2014 at 11:10 PM 0
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Uhm.. Thanks. This thread is really old :D

Anyway, I think I just used a quick flash of non-moving particles in the end ins$$anonymous$$d of them moving outwards.

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