-
-
Notifications
You must be signed in to change notification settings - Fork 29
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Creating an emitter that emits particles with a velocity #86
Comments
you can shoot a trail particle towards (0,0,1) then rotate the emitter to the direction you want. |
What about specifically for the use case of creating projectiles/bullet particles? These need to be emitted and only travel between a distance (an emitted particle should be destroyed once it reaches the target/hit position) so that they don't overshoot their target. At the moment I don't believe that quarks systems can support this, but its quite an important use case. Thoughts? |
If you can provide an image, it's much easier to understand. In the space shooter staroyale.io, every single trail effect is powered by quarks. Currently you can attach the emitter to the bullet and set the worldspace property to true. U can use emit over distance option to set the update frequency. |
Here's an diagram example. https://gyazo.com/2aa373b69b17f81ea1453a4f9e600f87 The gun has an emitter that can emit bullet particles. Whenever I shoot, I will want to call something like bulletEmitter.emit(distanceToTarget). It will then emit a particle that dies after it travels that distance |
One day, I will make a tutorial one day on how to use quarks to make a bullet in games. |
I've noticed that it seems possible to add a gravityForce behaviour to a particle system, but I did not find anything regarding a velocity or acceleration behaviour.
My particular intended use case is I would like to create an emitter can emit particles at a specified vector3 velocity (eg shooting rays from a gun towards a target). If there is another way I can achieve this please let me know! Thank you :)
The text was updated successfully, but these errors were encountered: