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Question by Brandon · Apr 30, 2010 at 05:27 PM · animationparticlesvisual-effects

Dynamic space effects

I'm trying to create some space effects like a spiral galaxy or a black hole. Because of proximity, I need to use particle effects. I can make an outward-flowing spiral in Unity, but I need an inward-flowing spiral. Is there a way to reverse and maintain a spiral particle flow?

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Answer by · Jun 16, 2010 at 08:33 AM

It might be worth taking a look at the Particle Spiral Effect article at Unify Community. The author cites that it "might be used for portals, whirlpools, galaxies, etc."

The screenshot examples he's provided might be a bit unrealistic for what you're after, but I'm sure you could tune the parameters to achieve your desired result.

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avatar image · Jun 17, 2010 at 01:53 AM 0
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I didn't see that the question was over 2 months old, and Brandon has no recent activity. What happens with dead questions?

avatar image Daniel-Brauer · Sep 09, 2010 at 05:41 AM 0
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Your answer languishes forever, only gaining you an occasional ten points rather than the twenty-five you might deserve.

avatar image · Sep 09, 2010 at 05:47 AM 0
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Haha, right. Would be nice if there was a tag so community wouldn't keep bumping it. Or if a superuser could mark it archived, for the same result.

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Answer by Cap · Jun 02, 2010 at 12:08 AM

I'm only just starting out myself, but I think you'd need to use several emitters positioned at the outer edge of your black hole and then you could have them rotate around the centre point (parent them to a single gameobject for your black hole and spin it with constantforce). Then you could just have them emit particles, which die once they reach the centre, in a straight line and the degree of torque applied by the constantforce would control how 'tight' your spiral would be.

Ideally, you'd be able to do this by setting the size for the viewing axis to 0, min emitter range to the size of the other two axes, and using negative values for the velocity over those two axes, but that's not possible since a 2D emitter still counts its third dimension (spawning particles within the min range) and ignores spin upon its own axis. The solution above isn't as elegant, but it should still work.

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