Arowx
1
Use Case: Weapon hits model, damage is shown as a particle effect, e.g. black smoking damage.
Problem: The damage can be located at the impact points normal but depending on the shape of the model might not follow the mesh.
Possible Solution: Sample the objects mesh around point of impact and pass as a submesh to the particle system as the emission shape.
Would this be easy to write or would it be useful enough to add to Unity’s particle system as a mesh sampling module?
Or is there a way to apply a particle effect as a decal on a mesh?
mgear
2
this sample has example to shoot a ball mesh, which then uses sub-emitter on the hit pos for effects…
or are you looking for something different?
Arowx
3
I’ll have to dig into this as the fire effect on the cube looks like the kind of thing I’m after.
Imagine a splat decal or sphere cast over a complex surface as the base shape for your fire/smoke particle emitter.
What about drawing a heat/damage effect over a model as a texture/shader?