Im making a 2D platformer. When the player dies, red blood particles shoot out. When they collide with a wall, I set them to be destroyed atm, because I cant find a way to completely stop particles on collision. (Dampen doesn’t turn off gravity.)
This problem seems to correlate with my new problem. I want another particle effect to be emitted at the collision points of my particles, so I can make blood dribble from the collision points.
How do I script this??
Reference GIF:
Also, the particle trails doesn’t start from the center of the particle emission, but the particles do. How’s this, and how can I fix it, so the trails begin from the center?
To kill the particle on collision, you just set one “Lifetime Loss”, or if you don’t mind the trouble of assigning the wall collider in exchange for better performance, use Trigger Module and set “kill” action.
For the trails, unfortunately this is a known issue and the only workaround in case you’re using the hemisphere emitter shape:
- Multiply your Start Speed by -1.
- Set zero Thickness of your hemisphere emitter shape.
- Set proper radius until the trails appears just from the center.
- Adjust the rotation of the emitter shape so the particles are emitted in the desired direction again.
- You may also need to use Size or Color over Lifetime curve/gradient to sync the particles with the trails if you’re a perfectionist.
If you use the Circle emitter shape, it’s the similar idea but set the arc with 180deg.