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So in the plasma ball tutorial its set so that instead of the particles just emitting from the spawner, it emits from the source to the edges of the sphere called "Glass". I like the attraction effect of it moving towards a certain object, but I also want the plasma ball to be able to move as a whole with every layer when the transform is adjusted, moving its position just changes the direction of the invisible target, so it only changes the direction the arcs are flowing, the position of the source and the visible sphere stay the same, how do I make it move as a whole, while still allowing the arcs to attract to certain objects? I tried adding LocalSpace Evolvers to all 3 layers in the effect and that didn't work. Thank you.
asked by VRPanda (160 points)

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​We can't add local space to events, so whenever an event is triggered, it'll happen in the local space​ but in this example we're using the attribute samplers that are exposed to the engine,

There's one way to fix this : after adding the local space for the "Main" layer,

In the "Branch" layer :

instead of  PosParent = parent.Position;

Replace it with 

PosParent = Position;

After that whenever you're moving the effect, you should move the Source and the Glass (attribute samplers) with them.

This should fix the issue, let us know if the problem persists.

answered by jbayeux (720 points)
Thanks for trying, but unfortunately this completely changed the effect. Instead of randomly emitting arcs in different directions all over the sphere like a plasma ball, it appears to have every single arc ribbon focus on one specific position that randomly changes along the sphere every life cycle, and they sort of lerp and travel between each spot.

Also, moving the Spawner position in PopcornFX, (the same thing that translates as the transform.position of the overall effect in Unity) still doesn't move the entire sphere over. Do you think this has anything to do with the fact that glass is a spatial layer?