Using particleHelper explosion, how do I scale the returned systems so the explosion is smaller?

Here is an example of my code (self has been simplified).
I want to scale down the explosion to roughly 1/4 it’s default scale.
thanks

var self = {};
BABYLON.ParticleHelper.CreateAsync("explosion", scene).then((set) => {
            //set.start();
            self.exploder = set;
            self.exploder.setPostion = setPostion;
        });
    }

    this.explode = function(position){
        var position = position.clone();
        self.exploder.setPostion(position);
        self.exploder.start();
    }

    function setPostion(posVector){
        this.systems.map(sys=>{
            sys.worldOffset = posVector;
        })
    }
1 Like

Hello!

you can get access to all systems through set.systems. It will give you all the particle systems generated by the set.

Then on each system you can change the minSize/maxSize

Thanks @Deltakosh,
I had hoped to scale all the systems at once (not just the particles emitted)
I found that by setting each systems.emitter property to a transformNode, I could simply scale that node.

1 Like

I was previously setting my particle files location via BABYLON.Constants.PARTICLES_BaseAssetsUrl before 4.1.
This property does not seem to be available/used n bjs 4.1, do you have any insights on this?

It is still the case. Code is at the same place