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Question by gulle909 · Apr 21, 2019 at 01:39 PM · particlesparticlesystemparticle systemparticle collision

Particle emission on particle collision

Im making a 2D platformer. When the player dies, red blood particles shoot out. When they collide with a wall, I set them to be destroyed atm, because I cant find a way to completely stop particles on collision. (Dampen doesn't turn off gravity.) This problem seems to correlate with my new problem. I want another particle effect to be emitted at the collision points of my particles, so I can make blood dribble from the collision points.

How do I script this??

Reference GIF: alt text

Also, the particle trails doesn't start from the center of the particle emission, but the particles do. How's this, and how can I fix it, so the trails begin from the center?

lort2.gif (173.5 kB)
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Answer by ifurkend · Apr 21, 2019 at 03:31 PM

To kill the particle on collision, you just set one "Lifetime Loss", or if you don't mind the trouble of assigning the wall collider in exchange for better performance, use Trigger Module and set "kill" action.

For the trails, unfortunately this is a known issue and the only workaround in case you're using the hemisphere emitter shape:

  1. Multiply your Start Speed by -1.

  2. Set zero Thickness of your hemisphere emitter shape.

  3. Set proper radius until the trails appears just from the center.

  4. Adjust the rotation of the emitter shape so the particles are emitted in the desired direction again.

  5. You may also need to use Size or Color over Lifetime curve/gradient to sync the particles with the trails if you're a perfectionist.

If you use the Circle emitter shape, it's the similar idea but set the arc with 180deg.

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avatar image gulle909 · Apr 21, 2019 at 06:56 PM 0
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I like the way the hemisphere looks, so that solves that. And the 'Lifetime Loss' was a way better way of handling particle kills, than I originally did. But that doesn't quite cover my main problem. I would like to Instatiate subparticles on the particle collisions. How to I get the positions of the collisions?

avatar image ifurkend gulle909 · Apr 22, 2019 at 04:09 AM 0
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If you're gonna use the same trail for the dripping blood, then there is no need to spawn a sub emitter on collision, but use near 1 dampen to halt the splash motion and let gravity modifier pull it down. I can see that one may burst a single splatter billboard particle on collision with the wall, but really that's it.

GIF

alt text

avatar image gulle909 · Apr 21, 2019 at 07:08 PM 0
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I was using a circle emitter in the GIF.

avatar image richardkettlewell ♦♦ · Apr 21, 2019 at 07:22 PM 0
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Is the trails thing a bug? Was it reported? Report it and I will fix :) or tell me a case number and I’ll see why I haven’t heard about it.. thanks!

avatar image ifurkend richardkettlewell ♦♦ · Apr 22, 2019 at 03:52 AM 0
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Just submitted the ticket: 1147999

avatar image richardkettlewell ♦♦ ifurkend · Apr 22, 2019 at 06:26 PM 0
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Thank you!

avatar image ifurkend · Apr 21, 2019 at 10:42 PM 0
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I believe you can still use either Collision or Death conditions to spawn your sub emitters or even send collision message for scripting when it is killed by Lifetime Loss in the Collision module.

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Answer by gulle909 · Apr 21, 2019 at 01:45 PM

Also, I'm using c#.

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