I have a particle system that emits all of its particles in an immediate burst, since it represents a bullet impact. The particle system is moved to the point of impact (by modifying its gameobject.transform.position), before 'Emit()' is called. The particles must not follow the emitter once they have been emitted, so the particle system is set to simulate in 'world space'. The problem is that particles appear in incorrect positions, particularly when the frame rate is low - it seems that the particle system interpolates the location of the emitter between its old and new positions over a number of frames, which I confirmed by adding a delay between updating the location of the particle system and the call to Emit(). Has anyone else encountered this behaviour? It seems elementary - how are we supposed to create effects like this (created with the legacy system) if this is the case?