Hello Devs,
GOAL :
I am trying to re-create a wind effect for my game. The wind should resemble more or less a swirl wind or a mini tornado. To give a picture representation, I would like the particle effect to follow the circular arrows like in the picture below.

They should start at the bottom & reach the top.
METHOD I USED :
I thought that if I have particles moving up on the Y axis and If I happen to rotate the GObject, I could get a similar effect. But I ended up have my particles following me rather than moving in circles.
HYPOTHESIS:
But I think that I need add any code to the GObject and such an effect is possible through shuriken particle system. I am just stuck right and I do not know, what kind of an approach I should use.
What would be the best way to do it using a particle system?
Thank you,
Karsnen.
Just a though if you are just rotating the particle on the Y axis then it may be doing what “you want it to do” but not how you want it to do it. You may have to send the particle out a bit on the up vector to make it spin not just rotate.
Im just think out loud here. Hope that helps
camera code
var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
var smoothTime = 0.3;
private var xSmooth = 0.0;
private var ySmooth = 0.0;
private var xVelocity = 0.0;
private var yVelocity = 0.0;
private var posSmooth = Vector3.zero;
private var posVelocity = Vector3.zero;
@script AddComponentMenu("Camera-Control/Mouse Orbit smoothed")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
xSmooth = Mathf.SmoothDamp(xSmooth, x, xVelocity, smoothTime);
ySmooth = Mathf.SmoothDamp(ySmooth, y, yVelocity, smoothTime);
ySmooth = ClampAngle(ySmooth, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(ySmooth, xSmooth, 0);
// posSmooth = Vector3.SmoothDamp(posSmooth,target.position,posVelocity,smoothTime);
posSmooth = target.position; // no follow smoothing
transform.rotation = rotation;
transform.position = rotation * Vector3(0.0, 0.0, -distance) + posSmooth;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}