actually i would break the whole effect down into parts. first muzzleflash just an effect which emits when the gun fires - attached to the gun itself. the projectile: the old particle systems were able to do stuff on colition, the new one cant. but you can easily spawn a projectile prefab - which might be better anyway…
you can use whatever you want in the prefab - a bullet mesh, a particle system or nothing visible at all. you just need some collider to register collisions. and script which does react on these. for example OnColliderEnter( Collider other ) { if ( other.tag == "enemy" ) { bloodfx.Emit(100); } } where bloodfx is a…
Ahh, yes, creating a prefab and spawning that as the projectile sounds like a good idea. So will an empty gameobject work? and then attach the legacy particle components? or does making a 3d model 'base mesh' and then attaching a supplementary effect to sound more reasonable? I have a programmer helping me so hopefully…
I need to make a dynamic energy projectile for one of the character's main weapon. With it I require an at birth subparticle (muzzleflash, a death or collision subparticle (hit effect), and the in flight projectile itself. My issue is getting the effect to work as a projectile, so that it can hit enemies and cause damage.…
Thanks for replying! And yea, switching engines last week... however if we didn't we wouldn't have a finished/playable product anyways. I am the only one who really got shafted by it since all the models and characters and stuff can be applied to unity easily, and our programmer lives in unity so he was happier than…