Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Footstep trail effect with particle system/trails

Discussion in 'General Graphics' started by NotTimTam, Sep 4, 2019.

  1. NotTimTam

    NotTimTam

    Joined:
    Sep 24, 2015
    Posts:
    20
    I recently saw a post from 2017 with this effect:


    I can't find anything else on the internet on how to do this, but it is exactly what I want. And I have tried so many ways of doing it. If anyone can point me in the right direction of how to go about this, that would be awesome.

    Thanks!
     
    Selfmoon likes this.
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,240
    It’s our Ringbuffer Mode. @karl_jones did we ever share that demo publicly?

    EDIT: it seems it wasn’t our ringbuffer mode! (See posts below for details!)
     
    Last edited: Sep 5, 2019
    Selfmoon likes this.
  3. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    7,846
    That gif won't be from our ring buffer if it's from 2017 however that effect can be done using the ring buffer. We did not share the project but I'll see if I can put together an example shortly.
     
    Selfmoon and richardkettlewell like this.
  4. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    7,846
    Selfmoon, eyan0749, Novack and 4 others like this.
  5. Torbach78

    Torbach78

    Joined:
    Aug 10, 2013
    Posts:
    296
    well I can't tell if you need the particle details since you found the post and karl included a zip
    or something else? but at the time that test was not using ring-buffer (dont think it existed in 2017)
    https://forum.unity.com/threads/spa...-rotation-of-the-emitter.469659/#post-3062164

    1. simulation space = World
    2. renderer>render_alignment = 'velocity'
    3. renderer>render_mode > Mesh = Quad
    4. start speed = .001 (< important to establish a minimal vector)
    5. start rotation 90x,0y,-90z

    as for having them spawn based on distance vs rate, that's no problem, or according to a script that is certainly doable. And a single image, and one 1 emitter set to FLIP. or you could probably just use the same emitter but you'll have to pass a FLIP toggle
     
  6. NotTimTam

    NotTimTam

    Joined:
    Sep 24, 2015
    Posts:
    20
    Thanks a ton
     
    Selfmoon likes this.