Rigid body collisions with mesh emitter

After trying to use the newer clone to particles system and running into a variety of issues, i was hoping to solve my requirement by using a simple mesh renderer particle system, using the built in shape3D sphere as the particles. The docs say mesh renderer is going to be depreciated, but i guess it should still work at the moment?

I’m wanting to spawn a few thousand low poly 3D spheres, from a primitive emitter, to rain down onto other rigid bodies that are moving (kinematic) and bounce off them. Think a dancing character under a waterfall, as they move their limbs the water particles splash off them.

I just cant get the falling particles to bounce off the moving limbs. It works partially using the clone to particles system so i know the limbs can be collided with, but in this setup no matter how i wire the rigid body and particle system to the physics root, nothing bounces off.

When i click the “show rigid bodies” checkbox, i have one sphere at the origin shown, it seems the rigid body is not copied to all of the mesh renderer particles. I have a screenshot of the basic setup here. N.B The other lines coming into the same physics root are the limbs.

If anyone has a suggestion i’d be very grateful - perhaps I’ve totally misunderstood how to use the rigid body system?

On one of my setups I had collisions from the shapes cloned to particles on a static object. They go slow, and did not bounce but, the difference with your setup is I had a Collision affector child on the particle root. Did you try that?