Persistent Particle System (Blood, Shells, Dirt, Footprints)

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Let's make a Persistent Particle System for Shells, Blood or Footprints.

How to make a Mesh

Flying Body

If you have any questions post them in the comments and I'll do my best to answer them.

See you next time!

#unitytutorial #unity3d #unity2d

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Hello and welcome, I am your Code Monkey and here you will learn everything about Game Development in Unity 2D using C#.

I've been developing games for several years with 7 published games on Steam and now I'm sharing my knowledge to help you on your own game development journey.

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Here's a great Tutorial on the Persistent Particle System I've been using and improving since my first game!
Play 7 Awesome Games (Action, Strategy, Management) and Help Support the Channel!

CodeMonkeyUnity
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I love the way you do quick recaps of the previous relevant videos and tell us where we can go for the full video. Very helpful

harrison
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Amazing work yet again, Code Monkey! I would LOVE to see the ECS walk through conversion.

aggressivemastery
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This is just wonderful and exactly what I've needed, thank you :)

piotrwandycz
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I would love to see this system converted to ECS, upvote for sorting + ecs video next time. Also, love your content!

toshiomcf
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Please keep these quality tutorials up. Not all of us can afford those fancy Udemy/Lynda/Skillshare/xyz subscription/courses.
Thank you

AniketSingh-hrmi
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Every time I want to add something I don't know how to do to my game the first thing I do is look in this channel and up until now you have had everything 😆 great channel!

armandopenatamayo
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Great video, I'd love to see a follow up video on the solutions using the Atlas etc. Thanks

dominiauk
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One view. Never been this early but I love the idea of the video. Very useful

NoTimeLeft_
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Did you upload a video with the solutions to the problems at the end? I can't find it. I can see a other "problem" it looks like the destoryed quad index is never reused unless I missed that part. So the "slot" will be wasted forever and you will reach the max limit faster, but that could be solved very easy if you just store the destoryed index in a stack and everytime you spawn a new quad you check if you can reuse a old index and otherwise increment the current index like now.

rpfake
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Quick tip for anyone making this and having issue with the mesh not appearing (8:19 mark), its because you need to recalculate the mesh bounds; camera thinks the mesh is out of the way, and it doesn't render it anymore, if you recalculate the bounds it will display correctly.

In order to recalculate the mesh bounds, add: mesh.RecalculateBounds(); at the end of quad creation, and continue with the tutorial.

DANLi_
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Thanks Albert. I'm a secretary working for Kuni and I am a person who asked you thru CF support.
I totally understand and have finished SMTP settings!

sabikoron
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If particles/mesh are not quite lined up as you may expect them to be, double check that all the items in your hierarchy are aligned to 0, 0 like GameHandler, and the particle handler you create.

PatagonianDuck
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Great video, followed it and the results were neat! Got to ask, what are the benefits of using this system vs Unity's particle system? (Besides better control) Is it more performant? Will also try to find a way to "bake" some of the meshes onto the sprites so that they appear bloody!

Seremothgr
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As always, Great lesson!
Everything is very clear and useful for various visual effects.
Would you like to do the same, but with ECS?

DeadRabbitCanDance
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Greate tutorial, thanks for sharing!
How do i join simple low poly meshes i already have into one for optimization? Meanwhile moving separately. For example a zombie crowd.

djedai
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Hi! Wanted to ask if this is more effective than partical systems.. Lemme know pls

nasrighantous
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How can you change the blood system to show different colored blood? Like alien and zombie etc. Maybe do some color mult?

maxdart
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hi, I've been following your tutorials for some time and I've got stuck with a problem. the quads spawn when the gun shoots but they don't spawn at the end point of the gun, instead they spawn around 0 0. I have the exact same code as you for the particle system but a different one for the shooting, help would be appreciated!

malaise
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Man its awesome, but I have a doubt, how do u make the body part of the enemies splash apart together with the blood? like in the Survivor Squad? its not only particle of the blood and ammo, but the parts of the enemies body was splash apart and persistant too.

yoshimoto