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Unfortunately, it's likely due to the operating system or hardware you're using – since they don't meet the system requirements for Lens Studio.
Still, we hear you loud and clear, and are logging the issue in case there's ever a workaround we can provide!
Minimum Requirements
Operating System: Windows 10 (64 bit); MacOS 10.11+
Hardware: Minimum of Intel Core i3 2.5Ghz or AMD Phenom II 2.6Ghz with 4 GB RAM; Intel HD Graphics 4000 / Nvidia GeForce 710 / AMD Radeon HD 6450 or better; screen resolution of 1280x768 or higher
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Happy creating!

Just bumping this.
Am I missing something? In most particles systems, you are able to emit from a moving point. This system does not seem to have this ability.
Hi Karl,
Our particle system is shader based, which makes it efficient for simulating many particles, but focused in a local space.
However, you can simulate a world particle system by spawning multiple local particle systems in world space.
Let's start by creating a script. In the Objects panel, press Add New > Empty Object. Then select that object and in its Inspector panel, press Add Component > Script. This object and this script will be our World Particle Controller.
Select this script in the Resources panel to edit it. First let’s set up some input to help us. We need to know how long a particle system should last, how many particle system should exist in total, and how often we should create one. Then we need to have a reference to the particle system we’re going to copy. Make sure to connect your particle to this input.
Each copy of the particle system needs to have their own material so they can each have a different state. To do so, we will store a copy of the particle materials.
Then we’ll create some store to references all particle systems.
Finally, we’ll need to know the overall state of our world particle system.
Next we will create all our different particle systems by dynamically creating an object and adding a copy of our particle’s mesh visual and materials.
Next let’s set up a loop to manage the created particle system over time.
Finally, we’ll update our particle systems! For all particle systems, we need to update the time to progress the system forward. Additionally, every time our current time minus the last spawn time, is greater than our spawn interval, we position a particle system where we are and restart it.
Now, when you move around the particle system, you should see a trail of particles behind!
Here’s a sample project to help you get started.
Don’t forget to share your final result!
Cheers,
Jon
Thanks, this really helps. I guess this was actually a scripting question!