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Question by Capricornum · Feb 04, 2018 at 12:17 PM · animationparticlesparticlesystemmodular

[Help] Modular Particle System with different starting points.

Dear Community,

I have a grid like this:

alt text

Once I click on say one of the suns, then it and all its sun-neighbors get deactivated. At the same time I want a yellow ball to emit from each sun and fly to a specific world-position. Had it been the leaves clicked the balls would be green etc.

How would you suggest I go about this.

Should I 1 instantiate one ParticleSystem, set its emission module to emit a burst and the number of particles of the burst to the number of clicked suns. Then grab the particles via ParticleSystem.GetParticles, iterate through them and set their positions accordingly? And update them each frame to move to the target?

Should I 2 instantiate as many particleSystems as there were suns clicked, each with a burst of 1 particle of the appropriate color. Then grab each particleSystem and update its particle each frame via ParticleSystem.GetParticle to move to the target?

Should I 3 not bother with particles, since it is only one ball and use a sprite-GameObject instead and instantiate those, then animate them via script to move from the clicked sun to the target?

Should I 4 create a sprite sheet for each sun, leave, wave, etc that animates it turning to a ball? And then change the position property of each animation to move to the target?

Is there 5 a completely different approach?

I would greatly appreciate your advice on this. Thank you!!

grid.jpg (102.1 kB)
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