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Question by Sousai · Mar 15, 2015 at 11:25 AM · particlesparticlesystemeffect

Does anyone know how to go about achieving slash effects like this?

In this video - > https://www.youtube.com/watch?v=bX5a5fi7Phc I'm not talking about the weapon trail, but the elongated effect that becomes present when an actual enemy is hit.

While this is here, I'll also ask the question... When the enemy is hit, how would you go about creating the hack effect in which the character somewhat slows down/stops when the weapon hits the enemy?

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avatar image AlwaysSunny · Mar 15, 2015 at 05:05 AM 1
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First, to save yourself trouble in the long run, go ahead and create a VisualEffects$$anonymous$$anager script; a singleton which you can call from anywhere to request special effects.

Let one of those effects be a SlashEffect; a quad or animated mesh you'll animate to produce this effect. When you request one at a given location, the service will create it; it animates for about half a second, then self-destructs or, better still, returns to a pool to be used again later.

I don't get the second question. Does the sword-swinging animation change when it hits the enemy? I guess that'd be an animation tree blending between a swing animation and a corresponding impact animation, triggered by the detected collision.

I know many games accentuate melee hits by inserting a dip in the timescale. (I find this super annoying when it happens every two seconds; evidently that's just me.) If you're talking about that kind of thing, the same impact detection could request your GameState$$anonymous$$anager to momentarily drop the timescale ever so slightly.

avatar image Sousai · Mar 15, 2015 at 05:59 AM 0
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Ahh. Thank you so much! This makes so much more sense now! I really appreciate your help!

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