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2

If you were using a voxel-based terrain, you could, in addition to storing the density of ground per voxel, you could also store a water value that is clamped between 0 and 1 - groundDensity. Drawing the water would be as simple as running a marching cubes pass over the water values. Simulating the water would be a little more difficult, but the basic ...


3

I cannot say what is commonly used, but my first thought would be to use a particle system with particles of varying sizes representing water of various volumes. The top of the water would use smaller particles to form the undulations of the surface and waves, the water nearest the player would use the smallest particles to simulate splashes and small ...


4

This effect is called Tunnel effect and has been popular in Demoscene. Basically it's a texture mapped infinite cylinder. The camera is moving inside the cylinder or the camera stays still and the cylinder is moving. Here is a video of this effect without alpha blending to make it more obvious and the source code for it. Basic idea was to raytrace the ...


1

I don't know much about Untiy but I know how effects like that are produced. They take randomly generate particles around the area, I'd guess they used Perlin Noise. And in each update, if the particle is no longer visible, it's deleted to make more room for new particles. This should produce the effect you are looking for. Here is a few links on Perlin ...


1

i think there is no way to make spriteparticle clickable as i am facing the same problem have you got the answer


1

It depends on a situation. If you have only two different particle systems that you want to use, Nevermind's answer with two different child object is definetly the best. However, if you want to use a lot of different particle systems (for example, if you making an RPG with a lot of spell effects), you may want to instantiate/destroy (or better, take from ...


3

Attach two GameObjects to one parent, each with a ParticleSystem, and just activate/deactivate them as needed.


0

It seems from your picture that you want the path to be straight, which is not what would happen if the ball was subject to gravity. Also from your description, it sounds like you want the ball to come to a sudden stop before accelerating downwards again. Anyway, from what I understand of your problem, here is how I would solve it. If I have misunderstood ...



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