Would that work for having the white centre then? Because at the moment we could still access the green material and change the tint on it. So we are still using the grayscale default particle in Unity but then there are more materials to suit what we need. When it comes to testing it out for its intended purpose we may…
we handle projectiles with Simulated_space = Local, and often the Stretched_ Billboard (so they stretch with speed and orient to cam while aiming into a location) and if it needs to leave trail fire bits or smoke use another set to _World space grouped with it. we move it and use a sphere_collision component to do a hit…
Thanks for the info, I played about with the values but it didn't seem to have any effect. What kinds of values do I need? I tried loads between -50 to 0 to 500 but the white was always on top. The sort mode options didn't seem to do anything either. It doesn't seem like an issue at the moment; the white particles always…
Ah that's because we want to access and change the colour of the glow so we would have to build 4 separate textures then. I think I have worked around it by using two separate emitters rather than a sub emitter. The top one is the sub emitter method; the bottom is the new double emitter method. This should mean we can…
Wow, thanks for the extensive response :) I tried the 6, 18, 0.33 method and it works nicely. The small amount of flickering isn't really an issue, in fact it looks better as it gives it some "energy" rather than looking very uniform. But I notice now that this has created a static particle. How would I get this to move as…
try this out loop = true pre-warm = true Start_lifetime = 0.5 Max = 10 emission rate 20 color over time color 1 = 255,255,255 (white) at position 40% color 2 = greenish at 60% position alpha starts full all the way to position 85% and it's 0 by the end (100% position) size is ~0.5 for the first half 1.00 for the 2nd half…