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"Freeze" trail renderer?
I'm curious if it's possible to create a persistent gameobject/mesh out of the Trail Renderer?
Imagine we've got Iceman flying/ice-skimming along and we want to create this frozen trail of ice behind him - would it be sensible to use the Trail Renderer?
(my question has nothing to do with Iceman. It just fits the question perfectly.)
Answer by yoyo · Jan 04, 2011 at 07:26 AM
Trail Renderer could work, but Eric5h5's nice Vectrosity package is easier to control and may give you better results.
Thanks for the pointer! None of the demo's looks quite like what I'm looking for, but I'm guessing the functionality in the package may be able to.
Answer by NinjaSquirrel · Jan 04, 2011 at 12:34 AM
Maybe try every second or so (depending on the speed of the object) have it load a prefab (your trail), then use raycasting (maybe?) to align the "trail" head with the end of the object creating the trail. Finally, have it delete the trail after a set amount of seconds.
...or you could use a particle system.
Hope that helps.
Thanks for the response! I think this would work but might be a bit complicated for this noob.
Answer by PrimeDerektive · Jan 04, 2011 at 02:39 AM
I think a trail renderer would achieve what you're looking for; by tweaking the width and time vars of the TrailRenderer component you can pretty much nail the silver surfer thing.
Thanks so much for the response. I may try this after I see if the vectrosity package can do what I'm looking for.