I'm creating an AR experience where a cylinder target emits particles.
I'm using the the Cylinder Target sample project inside Unity. My AR Camera's "Wolrd Center Mode" is set to "Camera". I've parented a particle system to the cylinder target game object. The particle system is set to world simulation space, allowing the emitted particles to be independent of it's parents transformations. With a static camera, this behavior allows me to move the cylinder target without affecting the translation/rotation/scale of the active particles.
The issue arises when I move my physical camera (an iPhone) in 3D space. The particles seem to be attached to the camera. Because they are set to world simulation space, when I move my iPhone around in 3D space, so do the particles. It appears as if the emitted particles are glued to the screen.
The goal is to accomplish two things:
- Have the particles move independently of the cylinder target upon being emitted.
- Have the emitted particles have some sort of relation to the scene so they don't appear to be floating when the physical camera is moved.
Any help would be much appreciated!
Particles - Local vs World Space
Hi,
the problem is the following: