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Question by spaceshooter · Dec 30, 2010 at 06:49 PM · particlestrail

Engine Trail Advice

So I've been tinkering around with my engine trail for a while and am just not happy with it. This is a 2D setup, looking down from Z.... the ship is a rigidbody which uses a thrust/rotate control. The particles are emitted whenever the thruster is engaged (up arrow).

My current Engine Trail is a Particle System. What I don't like about it is when turning (while moving), the trail will appear through the ship due to the physics, until we overcome the momentum.

I am also not pleased with how dim the engine looks, but I am just using basic colors for the particles.

Anyone have advice on how to improve on this engine trail? Thanks

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avatar image Justin Warner · Dec 30, 2010 at 07:03 PM 0
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Show screen shot? $$anonymous$$aybe put some negative Z velocity on the particle effect (Local) to have it come out of the engine...

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Answer by Jason B · Dec 30, 2010 at 07:05 PM

If you want the engine to be brighter, I would suggest changing the shader the particles are using to an additive particle shader. It should allow an inherent overblown brightness effect as long as the input color is light enough. I'm guessing you're using a standard diffuse shader right now, which probably looks pretty bad. :)

My current Engine Trail is a Particle System. What I don't like about it is when turning (while moving), the trail will appear through the ship due to the physics, until we overcome the momentum.

Are your particles moving? I can't see turning being much of a problem as long as the particle velocity is always firing particles behind the ship. If the problem is that particles are clipping the ship and looking bad, you can always add particle collision to your emitter and a collider to your ship.

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avatar image spaceshooter · Dec 30, 2010 at 07:34 PM 0
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It may have to do with Particle Speed, since right now they don't have one, so which of the many speed options would I want to use?

Goal would be to give it a constant speed opposite to the way the parent is facing.

avatar image spaceshooter · Dec 30, 2010 at 08:13 PM 0
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yea, using the additive shader helped quite a bit! Thanks

avatar image Jason B · Dec 30, 2010 at 10:05 PM 0
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I think you want to set up a force in one of the velocity axises in the inspector. But when the emitter turns, the velocity direction might not turn with it... I'm not sure if the velocity axis is local to the emitter's rotation or not. $$anonymous$$ay want to test it out.

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