How can I make the particle system rotate properly?

How can I make the particle system rotate properly?

Rotating the particle system within the scene via the editor also has no effect, the particles still all move downwards. How can I make the particle system rotate properly? I honestly have no idea this is a problem for a script or the editor

Which is the best way to rotate particles in Unity?

Depending on which shape you select, the particles should always fire the way the transform is pointing. Sphere is always 360, hemisphere is always within 90 degrees of forwards, cone always aims the way the transform goes.

How are the particles rotated in the hierarchy?

There are 4 particles in hierarchy. Every particle is actually rotated when the transform is rotated. But a particle has its own shape which determines the shape of it. The explode blow can be changed by modifying the gravity modifier value. Here is the result :

How many particles are rotated when the transform is rotated?

There are 4 particles in hierarchy. Every particle is actually rotated when the transform is rotated. But a particle has its own shape which determines the shape of it. The explode blow can be changed by modifying the gravity modifier value.

Is the rotation of a particle always the same?

Ah right. If the rotation is applied once per sub particle, then that should achieve what I’m going for. Here’s a gif of how it looks now, the arrow is the parent particle and its rotation set over lifetime, the subparticles however are always emitting from the same static vector.

How are rotate particles emitting from the same static vector?

Here’s a gif of how it looks now, the arrow is the parent particle and its rotation set over lifetime, the subparticles however are always emitting from the same static vector. The subparticles actually seem to be inheriting their emission angle from the movement vector of the parent particle, instead of the rotation of the parent particle.