Unity camera particle system rendering - unity3d

I have a problem, I have created a particle system and I want to play it on camera in front of everything. How can I do this? If I only position it in front of camera it doesnt look good. It is about a water effect when a player comes out of water.

Prefab>ParticleSystem>Renderer>SortingLayer> here you set it to the highest foreground

Related

How to have Unity Particle System render behind other GameObjects

I am using Unity Particle System to generate confetti when a user has finished a level. However, I am not able to have the particles appear behind the gameobjects. Any help would be appreciated.
I added the particle system to a gameobject, created a camera for it and have the camera for the particle gameobject. From there, I set the depth of the gameobject to 0 so that it renders behind the other gameobjects. Did not work.
UPDATE**
I have tried the following solution. However, I am unable to set the camera alpha to 0. I am able to put the particle system to an object but not able to set the camera alpha to 0. How can I do that?
This is what I am seeing.
Particle Camera
You can set the layer of particle system "Particle" and make two cameras, 1 for particle and set occlusion layer to "Particle" and other camera to have all layers except the "Particle" and set its priority higher than the previous camera.

My second camera does not show my particle system

I have tried to use a second camera for my speed line particle system because that particles became invisible when an object comes to near to the screen. So I have a problem now my second camera does not show anything(when I change the occlusion to the ground, it also does not show any other layers.) How can I fix that? I put my screenshots of particle system and camera settings.enter image description here
enter image description hereenter image description here
I handled the issue using particle camera as overlay to the main camera.
It could be because of the material of the particle systems. Make sure that the shader of the material is Render Pipeline/Particles/Lit, if it is Unlit then change it to Lit.
Let me know if this does not help and why.

Stop particles from rolling with camera (unity)

I have a particle effect. The particles face the camera with this setting
renderer-> render alignment -> face
or
renderer-> render alignment -> view
It's great that it faces the camera. But when I introduce a roll in my camera. For example for a VR game or a Space sim. The particles roll with the camera. Which looks horrible.
Is there a way that I can prevent this roll?
I want to point out that 2018.3 and on has an option in the render settings to "allow roll". Disabling this will solve the issue you have here.
Apparently this isn't currently possible in unity's particle system. It's a known problem especially for virtual reality. I coded my own particle system to go around this problem.

Make 2D particle system in Unity

SO I saw a tutorial online how to make a particle system, and I made it. Only thing is, I want to use it for a 2D Menu. So when I add the particles in front of the canvas, they don't show up in 2D. How do I make particles that will show up on a 2D menu?
You can try positioning your Canvas in World Space, then moving it behind the particle system. This will allow the Canvas to be positioned like all the other objects in your scene, and no longer be constrained to the camera.
Here's a guide from Unity on how to do it.

Unity Particle System cannot appear in game scene

I have problems with my unity particle system. It is appearing in the scene but it does not appear in the game scene after it is being played. What do you think the problem lies in?
1.ParticleSystem is not loop, not enable or not play...
2.Your particles are too small.
3.Particles are not in the camera's view.
4.If you are using Unity's 2D tool, maybe sprite's sorting order is above your particle. <- Change ParticleSystem's sortingLayerName and sortingOrder.
There's also a bug where the particle's origin (usually the centre) is well outside the camera's frustum they can be incorrectly culled. I found this with giant sunbeams.
I had a similar issue. The problem for me ended up being related to the Renderer Module's "Render Alignment" being set to "World". Pair this with -90 rotation on X and it made my particles disappear (2D game with an orthographic camera probably didn't help). Switching Render Alignment to "Facing" fixed my issue.