You can read the new docs on those
perhaps more intuitively, you could spawn per vertex
And apply the vector field to determine the starting motion of each particle.
Or you could code a spawn per vertex scratchpad that takes in the vector field locations. After all its essentially an array of vectors…
it depends on what you actually need to do.
converting an FBX vertex data to CVS is trivial since thats what the export in Blender does, and all verts are readable within the FBX.
changing the FBX at runtime may be problematic, using the same logic of it to spawn based on custom CSV probably isn’t - you do still need to read data in at runtime though.