@arthurfromberlin this is actually right! But I changed that property somewhere else on the particle emitter component
I had to enable the Particles in Local Space and Fields in Local Space flag for this to work
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I experimented a little more and realized that It actually is setting the attractionCenter, but for some reason the effect is very minimal, I believe this has something to do with the coordinate space conversion as the attraction center needs to be in local space and my hand entity is not in the local space.
I tried using entity.convert(Position: handEntity.Position, from: handEntity. Where entity is my particle system but still it is not working as expected.
Is it possible to create collision surfaces with SpatialTrackingSession
I tried setting the physics simulation to both .isolated and .none, both don't work.
I tried setting it on the fingertip anchor entities, also on the boxTopColliision anchor.
To be clear, I did it like
boxTopCollision.anchor?.anchoring.physicsSimulation = .none
Is this the right place to do it.
I also tried the same with the finger tip entities
handTrackingManager.rightIndexFingerTip.anchor?.anchoring.physicsSimulation = .none
I tried it together and one at a time still no avail.
This is great thanks!
Also very interesting use of noise to create a repeating pattern, I wish they were perfect ellipses though. Would be a nice addition to create shapes in shader graph!
I also repeated the pattern and added some offsets and that gave a really nice look!
Can't wait to test this on device.