Include NodeParticleSystemSet and/or ParticleSystemSet in scene entities

Hey beloved Babylon.js team!

I’m integrating support of Node Particle System Set Editor into the Babylon.js Editor v5 and I’m facing an issue.

The NodeParticleSystemSet consists on creating a new ParticleSystemSet and adding instances of ParticleSystem or GPUParticleSystem in it.

The ParticleSystemSet instance is referenced nowhere in scene (like .meshes, .lights, .particleSystems, etc.) and on my side what I serialize to save project is basically the .particleSystems array. But, in my case what I’de like to do, when the game is running, is to retrieve the ParticleSystemSet reference(s) in order to play them especially for those kind of effects like “explosion” where there is a delay between 2 particle systems: https://playground.babylonjs.com/#X37LS1#3.

When running the game, we lost the references to ParticleSystemSet as they are referenced nowhere and also serialized nowhere in final .babylon files. The user will have to rebuild the ParticleSystemSet himself or call “.play” on all concerned particle systems to reproduce the behavior of the ParticleSystemSet

Is there something we can do?
If yes, it would be awesome to have uniqueId and id stored into the ParticleSystemSet when serializing.

Thanks a lot for your consideration :heart:

I’m thinking also, when editing and saving a NodeParticleSystemSet source file in the Babylon.js Editor with the ParticleSystemSet referenced in the scene may allow to update ALL the already instantiated ParticleSystemSet. The Babylon.js Editor may be capable on keeping the source file link to do that. This would act as a beginning of prefabs.