creating trails similar to a trail renderer

I’m trying to create something similar to a trail render but make it so it places trigger boxes instead. An example could be a slug creating a slime trail or a forward fireblast trail that burns the ground infront of the enemy. Each one would have a different effect as well such as slowing the player or dealing damage every few seconds. I know exactly how to set this up just confused how to make the geometry follow a certain path like a trail renderer does. Has anyone attempted this before?

An easy way would be to create some area-geometry for this. Like every 1 second you create and place a slimy path part at the position of the snail. You could give them colliders to check if units are within range and slow them, and it would look like a slimy path that follows the snail.

The only problem here would be to create authentic geometry that looks like a path, it’s easier for the fire as you could use particles and fire is easy tileable :stuck_out_tongue: the path would consists of some slimy spots that connect to each other to make it look like a path.

At least this is what I would try before breaking my head about how to create a strechable path-like geometry that follows my snail ^^

I would also suggest spawning slime triggers. Keep them in an array, and allow them to despawn over time by themselves:

function Spawn() {
	// spawn slime trigger at snail's position and rotation
	yield WaitForSeconds(5);
	// despawn
}

Alternatively, you can use Vector3.Distance to make sure you’re far enough from the previous slime to spawn a new one, and despawn the oldest before spawning the next.

I don’t think that would make it look right. With trail render it creates geometry to follow a certain path. With just spawning planes it wouldn’t give the effect I’m looking for.

I’m just curious how trail renderer attaches geometry to follow paths. If I knew how all that worked I could hack it to work with plane triggers most likely o,o

The triggers I was mentioning are for detection only. It’s common practice to separate effects and detection (e.g. a sphere collider around a fire to actually detect when the player enters rather than detecting when each fire particle touches the player). You can just use a standard trail renderer, and place trigger objects along that trail as described. Check out this MeleeWeaponTrail for some source code: http://wiki.unity3d.com/index.php?title=MeleeWeaponTrail

I wasn’t planning on detecting each fire particle as a trigger object. That would be costly. That’s why I said box colliders.I guess I could spawn particles on the ground and then place box colliders along the way, if that’s what you were saying earlier then I guess I misread.

That’s what I was going for. A snail would drop sphere collider triggers (they’re inexpensive, because they only use a point and a radius) and use a trail renderer and/or particles to actually display the effect. The link I posted contains source code for generating a trail mesh if you need to put together something else.

Don’t worry I just tried a box collider and particle system and it looks great. Not exactly what I was going to do but the trail renderer seems rather complex but how I set up everything it will work just fine. Thanks for the advice.