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I've read of people using the particle system to simulate snow fall, however they generally just place it to cover the player. Is there another way of simulating snow over the entire terrain without sacrificing processing power (A MMORPG with little snow storms just covering a player may look odd to other players) or could I set the particle effect over the player to a layer and regulate who can see it?
If you're doing a network game then you should only spawn the snow effect on the local player, not other player's avatars. You'll need to do this kind of thing often in any kind of network game anyway, so it's a pretty trivial thing once you get the mechanism.
I don't know if you're using built-in unity networking or a third party solution like Photon, but there is generally a flag to deter$$anonymous$$e if the NetworkView is local or not (see: Unity's NetworkView.is$$anonymous$$ine flag).
For instance, if you didn't check which player was which then anytime a player told their avatar to move somewhere every other avatar would move there as well. So you use the is$$anonymous$$ine check to either move your player, or receive the other player's avatar position and rotation data.
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