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Post by komposite on Jan 9, 2020 12:15:12 GMT
Hey Everyone !
I'm currently trying to implement some sword effect (when you swing your sword in the air) I'm currently using the "On damage enable" on the sword prefab, which start playing particles, and the "on damage disable" to stop them. That part is working great.
However, the particles are actually following to whole movement of the sword/arm, despite being set to simulate in World. I've tried messing around with few parameters in the particles system, but didn't find something proper. So, the result is really messy :/
I wanted to know, what is the most effective way you've found to play this kind of FX ?
Are you using unity event, event animations, your own dedicated system, or else ?
Let me know !
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Post by shadex on Apr 1, 2020 18:16:59 GMT
Hey Everyone ! I'm currently trying to implement some sword effect (when you swing your sword in the air) I'm currently using the "On damage enable" on the sword prefab, which start playing particles, and the "on damage disable" to stop them. That part is working great. However, the particles are actually following to whole movement of the sword/arm, despite being set to simulate in World. I've tried messing around with few parameters in the particles system, but didn't find something proper. So, the result is really messy :/ I wanted to know, what is the most effective way you've found to play this kind of FX ? Are you using unity event, event animations, your own dedicated system, or else ? Let me know ! Late reply, but if anyone wants to know, use "Rate over Distance" instead of "Rate over time". The CPU friendly way is to use a Trail or Trail Renderer and Alpha fade in/out on the start and end of the trail.
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Post by komposite on Apr 1, 2020 22:51:24 GMT
Hey Shadex !
Thanks for the answer.
I was looking for several solution, and I started adding a trail renderer with a distortion material, activating the emitting by using "on enable damage" of the melee object (and of course deactivating "on disable damage").
The result was ok, but I found this tutorial, and it looks quite good actually, so I'm gonna try this :
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zeker
Junior vMember
Posts: 47
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Post by zeker on Jul 10, 2020 20:20:59 GMT
how did it go? Is it good for performance or too heavy?
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Post by komposite on Sept 16, 2020 13:22:23 GMT
Well, it's not bad, but it can be messy sometimes.
I'm using paid asset with dedicated script for particles emission, and trigger them with the on enable damage of the weapons, and, it's working, but it's not the best option neither...
I guess the best option would be to use animation event with a dedicated script were you can adjust everything properly. A bit heavy process, but much cleaner result I guess.
However, for this project, it's gonna be only the first way around, i'll make the other project the other way around, and we'll see !
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