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Question by cfanpnk · May 23, 2011 at 10:33 PM · rigidbodyaddforcesphere

multiple spheres spreads out

Hi. I'm new to unity and I'm trying to build a model like this.

http://www.zehnder-systems.com/international/comfosystems/Functional%20principle,11.html

I use sphere to represent the air bubble. I run into a problem that I don't know how to represent the effect when the air bubble comes out of the pipe. The air bubbles should spread out in all directions. How to implement this? I try to use addforce but it does not work well.

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Answer by Wolfram · May 23, 2011 at 11:00 PM

Attach a script like this to each sphere:

 var minVelocity:float=1.0;
 var maxVelocity:float=2.0;
 private var randomDir:Vector3;
 private var randomVelocity:float;
 
 function Start(){
     randomDir=Vector3(Random.Range(-1, 1), Random.Range(-1, 1), Random.Range(-1, 1));
     randomVelocity=Random.Range(minVelocity,maxVelocity);
     randomDir*=randomVelocity/randomDir.magnitude;
 }

 function Update(){
     transform.position+=randomDir*Time.deltaTime;
 } 
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Answer by DaveA · May 23, 2011 at 11:26 PM

For the ones coming out, you could use a particle system and image of a bubble. But some of those go 'in' and it's tricky to get particles to do that.

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avatar image Wolfram · May 23, 2011 at 11:37 PM 0
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For the 'in'-part, you could initialize your particles at random positions but with 0 velocity. Then manually update the particle positions:

 function LateUpdate(){
     var particles = particleEmitter.particles;
     for (var i = 0; i < particles.Length; i++) {
         particles[i].position = $$anonymous$$athf.Lerp(particles[i].position,
             transform.position, Time.deltaTime);
     }
     // copy them back to the particle system
     particleEmitter.particles = particles;
 }

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