Emits particles from the bones of the skeleton of the unit the effect is bound to. This
page describes its use as an emission surface of a
complex emitter.
A bone here is the segment between a joint and its parent. When the skeleton
loads, every joint that has a parent and passes JointMask contributes one bone. Root
joints contribute none, though a root can still be the parent end of a bone.
Picking the point. A bone is picked at random, weighted by its length in the
skeleton file's rest pose, so long bones emit more and a bone of zero length never
emits. The point is then uniformly random along that bone, between the joint and its
parent, measured in the bound unit's current pose. The emitter copies that pose
every frame. The point is added to the particle's birth position.
Direction. The surface also returns a random direction at right angles to the
bone, and the emitter always applies it: the birth velocity and the birth acceleration
keep their length and take that direction. There is no property to turn this off, as
there is on VfxEmissionMeshData.
An effect that is bound to nothing, or to something without a skeleton, gets no point.