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Dynamically change particle range of Ellipsoid Emitter.
I'm trying to use and Ellipsoid Emmitter for a feature that will allow my player to farm minerals from an asteroid in a top down space exploration game. Now, what I need help with is how to dynamically change the distance of the particles, so that they will disappear once they hit the ship. I'm capable of doing this now, but it doesn't get updated quickly enough, the particles that are in world space the moment I'm changing the lifetime of the particles are not affected by said change.
Is there a way, preferably through the inspector, to apply the life of particles to particles that are already in world space?
The components I'm using are Ellipsoid Particle Emitter, Particle Renderer and Particle Animator.
Answer by Kiloblargh · Jun 28, 2013 at 03:50 AM
Isn't the Ellipsoid Particle Emitter the "legacy particles"? "Legacy" meaning "obsolete" meaning "don't use it in a new game". The old system has been out of style since Unity 3.
And the still-being-updated Shuriken particle system just added support in the latest release for world collisions. So: switch to new particles, let them collide with the ships collider and lose 100% life on collision, and there you go.
Deprecated is the word for "will soon be obsolete" (sort of.) Legacy is just a short word that sounds nicer than "the old system."
The Legacy system also has WorldColliders, with the same "lose % life on collision" (which does sound like what the OP is asking, with a very confusing title.)
Yeah, that's exactly what I was looking for.
I had some initial issue regarding scripting with the new particle system, which is why I switched back to legacy particles.
Using Shuriken particles I managed to sort of set up the collision properly. It will hit a kill particles off my ship, as long as it's stationary. If I move it in the direction of the emitter it will skip particles. I'm using World collision with Collision Quality set to medium, setting it to high will not change.
And sorry for the confusing title, I rewrote it a few times.
Alright, I went back to the old legacy system, which is working using a World Particle Collider, which seems to collide much better with other gameobjects.
The old legacy can also do callbacks with OnParticleCollision() which Shuriken won't support until 4.2
Thanks for the replies, they did help :)