when ever I try to call up a particle explosion via instantiate to an “optional parent”
it;
1. like all other instances.., ends up on the root, not where I want it.even when manually( painful) typing in the target position , it still doesn’t budge, Cut scene space/World space, makes no difference.
2. doesn’t play the fx simulation.
any help would be appreciated. I cannot find much in the way of workflow with particles/fx prefabs, so far it feels very limited without the use of any workflow tutorials in english. Instantiate should work,unless you are doing something different.
I did get the control track under the director GRP to work.. kind of, but my particles go crazy and don’t look like the well crafted fx in game, just some random/chaotic sped up emission and unusable.
instantiate fx would make much more sense in a timeline/ hierarchical animation work flow.
Hello,
Sorry, but there was a bug in the Instantiate Object clip when using the optional parent.
I have attached for you here the fixed package.
Also, you would probably want to set the BlendIn parameter to 0 to avoid the popup scale that takes place when BlendIn is higher than 0, since I suppose you want to instantiation to be instant, instead of popping for particles.
Please note, that when not using an optional parent, you can set the instantiation position by using the move gizmo that appears in the scene view when the InstantiateObject clip is selected.
Let me know if things work correctly for you after you import the fixed package.
You are also right. Maybe a dedicated instantiate particle system would make sense. I would take a better look at this option soon.
Thanks.