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Question by Dartictheunic · Mar 07, 2018 at 09:53 PM · playereffectsdisappearsmoke

Make smoke fade away when player passes through

Hey everyone, I'm working on a school project, a Zelda like in which I'd like to add a fog effect.

Problem is, we want to play on what can bee seen and what can't, and for this we need to have a halo of "non-fog" around the player. I figured I could make an empty object that would destroy the particles of smoke that enter its collider, but it wouldn't give the impression that the player is despersing it (kinda like when someone smokes and you agitate your hand to clear the air). So I'd like to know if there's a way of making particles fade away with colliders or another way of doing this. Thanks in advance !

P.S: I'm sorry if I'm not super clear, english isn't my native language ^^

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avatar image nt314p · Mar 07, 2018 at 11:27 PM 0
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Could you post an inspector of the character?

Also it's a 2D game correct?

avatar image Dartictheunic nt314p · Mar 08, 2018 at 12:45 PM 0
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Character Inspector

Yes, it's a 2D sprite with a 2D rigidbody (cf screenshot)

amaliainspector.png (69.0 kB)

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Answer by myzzie · Mar 08, 2018 at 01:03 PM

Take a look at the trigger module in the particle system. You can define a collider component and either kill the particles or make a callback and make the fade out in script.

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avatar image Dartictheunic · Mar 08, 2018 at 01:40 PM 0
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You mean this https://docs.microsoft.com/en-us/dotnet/csharp/program$$anonymous$$g-guide/delegates/ ? I never heard of callbacks

Gonna try the first option rn :D

avatar image myzzie Dartictheunic · Mar 08, 2018 at 04:35 PM 0
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Triggers module

avatar image Dartictheunic myzzie · Mar 08, 2018 at 05:19 PM 0
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Finally got it working, thanks a lot !

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