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Paper Physics
Hi there,
I'm trying to implement a physics-based paper particle system into my scene. It should look similar to this:
I just want to flex the paper while it's whirling around - it does not have to be interactive with other colliders.
Thanks for your help!
Answer by ifurkend · Dec 21, 2016 at 04:16 PM
I don't think the default Shuriken particle system supports something like this natively. Actually I think particle system is not suitable in this paper simulation if you consider that a particle must be given a definite lifetime to die at one point. The closest thing you can get in Unity without extra asset would be cloth but the cloth physics component only supports colliding with any assigned capsule or sphere collider, no mesh collider sadly.
Hi, first of all thanks for answer. What I want to achieve is a particle system, that whirls the paper around and while it's doing that, the paper should be a bit flexing and stretching.
That depends on how much you want the mesh particles to deform. If your target is something similar to Batman Arkham Asylum when enabling PhysX, absolutely out of question. Unity default Shuriken Particle System is only capable of morphing (both mesh and billboard) particles in the same sense as prefab transform (position,rotation,scale/size). It can never attempt something remotely resembling a "cloth".
If you insist with Shuriken and you hire me, my own take is to build a bend plane mesh for particle system, manipulate size over speed and rotation over speed to fake it. But as you can see, Shuriken's collision isn't really that good at interacting with another moving world collider. The collision motion just looks terribly stiff.
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