lunes, 31 de octubre de 2022

RRP VFX in Unity using particle system

Some of the effects that I made for some RPP projects. Had a lot of fun learning the Unity particle system while also making these assets that added more to the gameplay of the games. Some, like the wind, didn't made it to the game but this made me learn of setting what are priorities and what's best for the time and scope of the game.

Wind particle effect:


Blast particle effect:


The sprite smoke used:


Result in Unity:



The Unity system have many setting but I would say that the must important when starting the creation of the effect are the Start Lifetime, that as the name says if the time the particle is alive. once this time in seconds passes it is destroyed. The other to important settings are the Start speed and Start size of the particles. All this parameters can be given as a constant but I think is better to use a random between two constants since it give it more noise and naturality to the effect. And like its been mention 'randomness make better VFX'.


The wind effect uses the Trail setting that adds a trails to the number of particles used in the component. This allowed to make a cartoonish looking wind effect. The nice thing is that you can modify the the movement of the particle using the Velocity over lifetime on the different axis to get the trial desired.



Using the Renderer setting you are able to give the look of the particles. using a unity material, sprite sheet or even a light.


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