![]() ![]() If we drag and drop the prefab, they have the correct velocity. The attempts we made using the Emit() method on a collection of the particles end up losing the velocity that we had set inside the PP2 editor in the other project. At this point it is just confusing as to how we can call that particle through code at the position of each cannon muzzle during the fire portion. We created the effect in PP2 in a separate project, exported it as a unitypackage, then imported it into our current project. We have ships with cannons on the sides and we are trying to call the same particle on each cannon for the fire portion, that means there will be a lot of the particles going at once. I have been digging through documentation and the examples and for some reason I still don't grasp the concept of the emit in relation to what we are trying to do with it. Here's an example preset of a bubble burst which hopefully lead towards the right direction. My best tip is to backtrack what is currently happening in the PlayMaker FSM to also make sure that you don't use a method mentioned previously which forces the particle system to restart. Then you could try adding Turbulence where the Perlin noise algorithm is often suitable for underwater behaviors. Try using Method: Spherical with a min to max range that fits your scene. In relation to your third edit, it sounds like you need some more Initial Velocity (Forces > Initial Velocity > Initial Local Velocity) to your particles to spread them out. If you want to transition such thing as visual particle count, you would need to use the Particle Mask, as changing particle count during runtime would also need to initiate a reboot and caching due to the current reused particle structure. Whenever you change a setting connected to the lifetime cycle the particle system needs to recalculate timings and recache, this is why you don't see any effect while transitioning values. To detach the lifetime cycle from the emission pattern you can use Lifetime Emission to compress the birth cycle and make particle live longer than the actual emission pattern. ![]() This will create more particles birthing in the beginning to then thin out. Try using a Lifetime Sorting: Custom (Particle Settings > Lifetime) and set the Animation Curve to falloff from X:0, Y:1 down to X:1, Y:0. Here is a (really) rough example preset to show the structure: Ĭlick to expand.Thanks for getting back with details, I think I grasp the issue better after reading through the edits. Separate the events of the explosion into different particle systems.Ī lot will be depending on the timings.The linear particle array methods can be really useful when creating something that needs this level of control. This enables you to have controlled linear emission patterns over a Source, the Overflow Offset, Particle Filter in Manipulators and Color Method: Particle Array. Try using Particle Settings > Lifetime > Lifetime Sorting: Linear/Reversed.Manipulators would be to your great benefit in controlling the behavior, where you could retarget particles over time.By setting the Animation Curve you can make particles transition back to its source position with high level of control to make explode-implode behaviors. Have a look at Forces > Force Annihilation > Transition Back To Source.If you decide to go with only particles, here's some suggestions: Using only particles might not be sufficient though, I would recommend looking into this shader to make the base of the rolling mushroom cloud, both for improving the visual effect and resource efficiency. You would need to combine several particle systems and possibly use a vertex lit shader to really make it pop. ![]() I'm confused on what I should be using that allows me to control the color and have detail.Ĭlick to expand.Hi jalapen0! Truly sorry, your question fell outside my limited attention span at the moment. If I use the Alpha blend shader, there is no detail and looks like a cartoon. If I use one with multiplicative, it's black. If I use a smoke texture with alpha and an additive shader, it's too white. I cannot seem to control the color very accurately. Thank you for any ideas.Īlso, another related issue. I've been using this picture for reference and of course a number of youtube videos showing atomic tests. There is lots of billowing smoke that I cannot seem to replicate and then the 2 caps with white hot particles that flow out and then back into itself. I'm not looking for details on how to create it, only some hints and ideas to help me get through this. Anyways, I've been working with PP2 trying to recreate different parts that I can merge together. I need to create an atomic explosion as realistically as possible. I've got a huge particle subproject to do for our game. Hello, I'm a complete noob when it comes to particles and especially particle playground. ![]()
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