ParticleEmitter position and camera movement

Hi!
There are ParticleEmitters in my scene. When camera moves along the X Y axes, the particle abruptly shifts and is a short distance from original position. When the camera stops, particles returns to its original position.
I have particles that are bound to a node, and I have particles that are bound to a rootNode. In both cases, the behavior is the same.

Particle emitter attach:

ParticleEmitter electricBall = new ParticleEmitter(id, ParticleMesh.Type.Triangle, 30);
electricBallMat.setTexture("Texture", assetManager.loadTexture("Interface/Effects/thunder_t1.png"))
electricBall.setMaterial(electricBallMat);
        electricBall.setImagesX(5);
        electricBall.setImagesY(1);
        electricBall.setParticlesPerSec(1);
        electricBall.setSelectRandomImage(true);
        electricBall.setGravity(0, 0, 0);
        electricBall.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 0, 0));
        electricBall.getParticleInfluencer().setVelocityVariation(0f);
        electricBall.setLowLife(0.2f);
        electricBall.setHighLife(0.5f);
        electricBall.setStartSize(3.5f);
        electricBall.setEndSize(3.5f);
        electricBall.setQueueBucket(RenderQueue.Bucket.Translucent);
        final Node electricBallEffect = new Node(id + "electricBall");
        electricBallEffect.setLocalTranslation(x, z, y);
        electricBallEffect.attachChild(electricBall);
        renderManager.preloadScene(electricBallEffect);
        rootNode.attachChild(electricBallEffect);

simpleUpdate method :

   @Override
    public void simpleUpdate(float tpf) {
        super.simpleUpdate(tpf);
         insideCounter++;
        if (insideCounter % 10 == 0) {
            electricBall.emitAllParticles();
        }
        if (insideCounter == 1000) {
            insideCounter = 0;
        }
}

Hi,
I can’t reproduce your issue and I don’t know what exact issue I should expect.
Pictures, a video, or a more complete self-contained test case could probably help.

But in the past, I’ve also encountered wrong particle positions because worldSpace was set to true.
Try setting electricBall.setInWorldSpace(false).