Can you use the collision to recognize when the particle is colliding or intersecting with a player and to spawn a sub-emitter in their position? Like, create an AoE and then "stick" the sub-emitters particle animation to them?
I'll be honest, I don't know for sure and it also depends if you're talking about a local or networked particle animation. If I were to give a guess though, you would need to assign a particle system to each player via an object pool and then script the particle system to follow the player it was assigned to. After that, you'd have to script the bullet particles to trigger that specific particle system on collision with that specific player. Also, you have things like networking to think about too so it gets a little complex. Sorry I couldn't be much help :/
This still works. the only thing was unity has trails for the particle system so you don't have to create your own. (At least for version 2022.3.22f1 for me)
Noted, but I'm a little confused by what you mean. Were you able to add trails to your particles outside of the "trails" module in your particle system? Also, what we did was only enable and customize the trails on the particles not "make" them per say. I apologize for any confusion.
@@myneighborswifi at 3:23 when I enable the trails in the inspector it seems unity or the creator companion version automatically has a "Default-Line (Material)" for the particle system that is automatically applied there.
Can you use the collision to recognize when the particle is colliding or intersecting with a player and to spawn a sub-emitter in their position? Like, create an AoE and then "stick" the sub-emitters particle animation to them?
I'll be honest, I don't know for sure and it also depends if you're talking about a local or networked particle animation.
If I were to give a guess though, you would need to assign a particle system to each player via an object pool and then script the particle system to follow the player it was assigned to.
After that, you'd have to script the bullet particles to trigger that specific particle system on collision with that specific player. Also, you have things like networking to think about too so it gets a little complex.
Sorry I couldn't be much help :/
awww now I understand the world that you made you are good at it. I love it
lol thank you :D
thank you
Very helpful video. Thank you!
Dude I was looking for something else, found your channel, said fuck it I'm gonna try this... And now I got a beautiful particle gun! Thank you!
I'm so glad the video was helpful and thank you for watching!
This still works. the only thing was unity has trails for the particle system so you don't have to create your own. (At least for version 2022.3.22f1 for me)
Noted, but I'm a little confused by what you mean. Were you able to add trails to your particles outside of the "trails" module in your particle system? Also, what we did was only enable and customize the trails on the particles not "make" them per say. I apologize for any confusion.
@@myneighborswifi at 3:23 when I enable the trails in the inspector it seems unity or the creator companion version automatically has a "Default-Line (Material)" for the particle system that is automatically applied there.
@@rageshadey Oh, I see what you're saying now lol
Thank you for the heads up!
@@myneighborswifi My pleasure. You do great work ^u^
thank you, but can you make the same for player model
Sorry, I don't have any experience working with avatars so I don't know how to do that
does this work with vrchat avatars
Sorry to say but I'm not sure, I don't have any experience with avatar creating :/
it doesnt let me make an UDON script, is there something im missing?
Have you imported the VRChat World SDK?