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Question How to use a different mesh for each Particle in System

Discussion in 'Getting Started' started by limiToni, Jan 8, 2023.

  1. limiToni

    limiToni

    Joined:
    Jan 12, 2016
    Posts:
    4
    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.