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Glass breaking particle system
I'm trying to simulate breaking glass using a particle system. How do you get each particle(shard of glass) to bounce off the floor when it collides with it? At the moment it is just going straight through the floor. Is this even possible with a particle system?
very generally no it's not possible - particles don't bounce, have a collider or physics etc
What you are doing is a real challenge.
Simple solution: make one great animation of this happening (or hire a great animator to do that for you)
Just play the animation.
For randomness: make say 30 such excellent animations (all different), choose one randomly to play
why should it not be possible? there is the possibility to add particle colliders.
http://docs.unity3d.com/Documentation/Components/class-WorldParticleCollider.html
the question is, how much the performance will suffer if there are many particles / window or many windows i.g.
Answer by hoffmanuel · Oct 29, 2012 at 12:30 PM
http://docs.unity3d.com/Documentation/Components/class-WorldParticleCollider.html
i hope, that answers your question :)
you know, there's two problems hoff --
(A) does WorldParticleCollider actually WOR$$anonymous$$ today? ???
It is marked Legacy
there is no scripting doco for it
I have never been able to get it to work! :)
(B) I am pretty sure, the particles are not be affected by gravity. You'd need gravity here, likely, as well as the bounce.
I see your point, Fattie. Thanks for that :)
But i am using the particle colliders for a poject of $$anonymous$$e, where the particles actually collide. With bounce, too. And to get the gravity effect, one could try to set the emitter velocity to the gravity direction (just a proposal, haven't tried yet.)
the shuriken system also has collisions
http://docs.unity3d.com/Documentation/$$anonymous$$anual/ParticleSystem$$anonymous$$odules.html
hoff: for legacy gravity, set Force-Y (in the animator) to -9.8. Also note the particleCollider has a "bounciness" setting, if you want it more to pool on the ground or flow down a hill.
Works fine, once it's set up. Looks really strange if you play with the Stretch settings down in the renderer (the bounce makes the particle snap change facing.)
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