![]() ![]() 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.
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