The green lines are debug. The explosion effect performs a check to see how far away it is from the ground and then spawns user-defined secondary effects based on how close it is. These effects also fade out the farther away the explosion occurs (by manipulating the start color alpha value of the shockwave effects). As you can see on the left, those two explosions are close enough to the ground to kick up a vertical column of debris underneath them. The explosion on the right is too high, and only spawns the shockwave ring.
These effects can also be delayed slightly to give the impression that it took time for the expanding pressure wave to reach the ground and kick up the dust.
You can also see the sorting errors that are currently causing me trouble :/ Unity never has been very good at sorting particle effects. Does anyone know a good way around this problem?
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