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Question by siddharth3322 · Feb 10, 2015 at 01:53 PM · particleseffecttrailrenderertrail

Trail behind standing player

As per the title suggest, I want to draw trail behind player in all condition. At present I can able to draw trail behind player when it was moving using Trail Renderer component.

But I also want to draw trail when player is not moving. If any other way exist to simulate same effect then please suggest this also.

EDIT : Image example that represent my concept. At present my player is moving so that it draws trail behind it. But if player is not moving than also I want to draw trail behind it.

I want some thing similar to Prewarm in Particle System.

alt text

screenshot-2015-02-11-092316.png (40.5 kB)
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avatar image giulio-pierucci · Feb 10, 2015 at 03:53 PM 0
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Can you explain in details how do you like the effect (post image, ecc)?

avatar image siddharth3322 · Feb 11, 2015 at 03:57 AM 0
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I was edited my question with little bit more information. Please read it.

avatar image giulio-pierucci · Feb 11, 2015 at 11:30 AM 1
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Is not simple, but you can create a trail of "N" gameobjects (quads). when i emit gamobject N, kill gameobect 0.

Otherwise, you can create a dynamic mesh. When you move player, move mesh vertex accordingly

avatar image siddharth3322 · Feb 11, 2015 at 12:06 PM 0
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I don't want to create trail of N objects that I can able to understand what you are trying to say. But I like concept of creating mesh. If you point me towards any link then it become useful to me.

Thanks for your suggestions.

avatar image giulio-pierucci · Feb 11, 2015 at 01:28 PM 1
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Sure.

See example 1 in this page

http://docs.unity3d.com/ScriptReference/$$anonymous$$esh.html

You have to set vertices array (with coordinates), the uv's (accordingly to you needs), triangles (for triangles int indexes see this pages: http://answers.unity3d.com/questions/187637/procedural-meshs-normals-are-reversed.html and http://kobolds-keep.net/?p=33 )

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Answer by hexagonius · Feb 11, 2015 at 08:04 PM

You could use a line renderer. Define its vertex count and width, keep track of your trail yourself and update the renderers vertex positions. Done

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avatar image giulio-pierucci · Feb 11, 2015 at 08:16 PM 0
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Line renderer has an internal manager for vertex, the line is automatically billboarded and the line, for some situation, don't appear correct.

For siddharth3322 screenshot, is better do a procedural mesh, you can have more controls for UVS and vertex positions.

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