Particle effects for feedback

Particle effects in games are like butter to a French chef: essential. They not only provide the pizzazz and special effects we all see in games but are often also subtly used as cues to player activity. For us, we will use particle effects for some pizzazz to enhance scenes and also provide some visual cues. We won't have time to go into the background of particle effects in this chapter, but they will be covered again in Chapter 8, Interacting with an AR World. Now, let's add some particle effects to our scene:

  1. Go back to the Unity editor and open the Assets/Elementals/Prefabs(Mobile)/Light folder in the Project window.

    Tip

    The Elementals asset is really well done, and you could even try not using the Mobile version by trying the prefabs in the Assets/Elementals/Prefabs folder.

  2. Select the Plane object in the Hierarchy window. If you don't see the Plane object, remember to expand the CatchScene object.
  3. Drag the Holy Blast prefab from the Project window onto the Particle Prefab field in the Collision Reaction component in the Inspector window. Change the Destroy Particle Delay Seconds field to 5, as follows:

    Particle effects for feedback

    Adding Holy Blast particle prefab to Collision Reaction

  4. Select the CatchMonster in the Hierarchy window and repeat step 3, exactly the same way.
  5. Press Play in the editor window and run the game to test. That certainly looks better now. Build and deploy the game to your mobile device and test there, also.
  6. Feel free to try and test other particle prefabs in the Collision Reaction components. See what interesting effects are available. You can also experiment with the Unity Standard Assets Particle System located in the Assets/Standard Assets/ParticleSystems/Prefabs folder.
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