Start working on the particle side now for it let's go ahead and get out of this scene.
Be Sharifs they will save you just push control and create a new scene and push control to save and
go back into your level design scenes.
And this one let's just call this particle.
So we'll take a look at how to make some particles we'll just do some of that.
The little pixie stuff that hangs in the air and floats around will take a look at it and will also
look at a more advanced fire affected Unity's put together inside the particle effect.
We created particle.
We're now going to get to into the particle itself look get some numbers to put into it and some variances
that we can apply for it in the hierarchy and your create just good year for this.
Scroll way down you'll see particle system in place a particle system in for unity is going to have
a deep fault particle stream.
It's just simply creating from a one spot and going out over in the inspector side you'll see that you
can have all your options available right here.
This is basically the same thing is going into the open editor and seeing it the advantage of this one
is you can have multiple they I keep track of where everything is going.
Ours is singular.
So we'll go ahead and just stick with this on the bottom right inside of your scene.
You're going to know that she'll have a PAS stop and assimulate you can actually start and stop your
effect when you're working on it inside the rollout will one do is actually just create a basic particle
effect.
So we're going to start with our material and we don't want to use a default one.
If you go over to your textures well you'll know this is a you have a particle one and the particle
two for this one let's go just to the particle 2 here.
And when they create a new material inside their material fold you just right click on materials and
you create and down to the material.
And let's just call this one particle one then just push Control D and call particle to get both particle
set.
So particle 1 if you have the particle material selected just left click and drag the particle over
to the open spot or you can click the select button and choose it from there.
Both the particle types.
The shader down to particles.
And we'll just do the additive
and same thing for particle to bring the particle to material over the texture over to the material
shaders can and be particles at it.
All right so now we have our two particles in let's go back to our particle system and that's going
to call this one of the three named particle system and call it Article 2.
So that's where we're going to start when we drag our particle to material over to the rollout.
If you go right below the edge component and you let go it will replace that one for you.
So now we have a different vertical that's actually streaming out here.
All right.
So this one was go ahead and go into our Rolleiflex we're working through the effects on it.
First one has to get our shape right.
Instead of using the cone Let's use a box for the shape and for the size.
Eventually we want to fill the whole space.
So we'll do a 30 by 50 50.
We're going to create a really large area for it to exist.
And then you know you could have actually all of the players so that you don't have to make such a huge
one to encompass the entire environment or you could have the effect where it's just simply looking
at the camera view and the camera is actually the only thing really seeing it.
But for now we'll go and just create one that goes across and then kind of fills up the whole environment
for the shape is all the random direction we go in check that one is what we just want floating around
to have all of that one directional.
Now this just kind of giving it will be filled up at the top.
The duration is currently set for five seconds.
It's going to be how long does one type of effect last.
Inside the loop will say it's going to last for 15 seconds.
We're going have our looping set that way when it gets done it's going to continue to do it again and
again the strt lifetime of the Hindu 15 as well.
There we go.
Now we'll have a little bit more going on.
But we don't necessarily need this many showing.
We just want a couple but we want them lasting longer so we'll take the Sturtz feed.
We'll set this one down then it's going to be we will start at zero and then we'll start moving in a
little faster with our ending from the start size that's taking them about half of that size.
And this may change once we kind of see the player next to it walking.
All right we have a start rotation thing ahind said it's about 180 that we were actually looking at
a little bit of a difference between them and for the start.
All your properties rate.
Here you can actually change either its little drop down.
You can do one or you can do multiple and you can even either base it on a number or a curve will do
two numbers will actually do a positive 180 and that will do negative 180.
All right.
The gravity and the inherent velocity will just keep these from we're not we're not in a straight line
to make it fall downward or anything like that.
When we get through with this one the max particles instead of being a thousand.
Let's take this down.
We just one just a few We don't want to see all over the place we just want about 20 maybe 100 once
we get it into this scene and see.
All right.
So once you have those go down that's going broke.
Yes we can keep them up the at the admissions side here instead of a mission at 10:00 Let's go and take
this down and we'll just do it a burst.
So instead of being constant Let's go and just do a Verstraete and we'll put the burst at about 50.
This is saying that when every so often a certain amount of time you can have a burst of particles come
into the sea and you can send as many as you like and send them for a time that you like on.
All right so we've already done our shapes on this one.
The velocity over lifetimes.
So how do we want to set this well let's say for instance we want to actually create a little bit of
a movement to it.
But just enough over the lifetime of it that we will get a sense of feeling to it.
We could do what we do the between random curves just so you can see a little bit of a difference on
it.
Here we go.
So there's just enough between two curves that we're kind of getting in.
I still feel for it.
The curve itself you can actually just down here you could pull up or down if you want to move a little
bit faster.
So twins moving just enough on a slow pace that hangs in the air.
The other option we can do is change our size by speed.
So we're going to make this one go.
It's so on the size option right here to actually make it go a little bit.
Let's see we'll do.
Between to just do one curve on this.
So on the curve with this let's take this and have it go down just a little bit and move mine right
here.
Right click inside of here and do at keep going when pull this one down to a little now we will shrink
just a little.
So as they go down through their life cycle string will grow just kind of soft like.
Right.
So we have this light up and down to the movement to get there when it comes to rotation.
Let's actually have these rotating a little bit more than they are so right now beforehand they were
never under the rotation.
They're really just kind of static.
They're coming out at different angles but they're not rotating.
So rotate them and have a moving around like that.
So that should give us just about all the little pieces we need for some slight movement with it.
We have our curved growing up and down for the sign of our render option.
We have a texture assigned to it.
The only other element that we could change up would just be the color if we wanted to take color to
be maybe a little more of a
bit more of a nighttime soft blue tone to where we go.
So it's going to give us our first one.
And in order to build a used this in the other see Gohan blows up for Lovelle designs of knows we have
our prefab over here rescale left click and drag my particle to the pre-fab fold way we make a nice
simple prefab.
All right so the next one is that first particle and we'll do that one coming.