2

The Unity trail renderer is basically a procedurally created triangle strip. This should be relatively easy to do on your own. Add an array to your game object which keeps track of the past positions and rotations of your object. Then create the geometry of your trail object each frame by creating vertices from these positons and rotations. Use the rotation ...


2

What worked for me was to put a script on the trail gameobject, and in start() just write: myTrails = gameObject.GetComponent<TrailRenderer>(); myTrails.Clear(); That's it. Trails will start fresh when they appear!


1

If you want to render things in front of UI then you can't achieve this with "Screen space overly" here is the reason. So we are having two choices to chose from: World space. Screen space - Camera. For more information about canvas and canvas render more please visit here. World space: To achieve such a effect with world space its too easy to do, ...


1

Most likely this happens because your object starting point is (0,0,0) (world origin), hence the trail is being rendered from that position too. You should create your object to a given position rather that creating it at the origin and then moving it to another place: this way the origin will not count as a valid coordinate for trail rendering. If that ...


1

Here's the effect: And here's the setup: Texture on the shader is just a blurred dot made in photoshop. Here it is: Texture (it's really there, but it's white) Attach this particle system to an empty Gameobject and make the Gameobject a child of your moving object. You can play with Emission and it's Rate over time to make the trail more 'filled'. Also, ...


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This issue is fixed in Unity 5.3.3. The following is the bug tracker entry. https://issuetracker.unity3d.com/issues/trailrenderer-flickers-and-does-not-render-at-all-times


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This issue is fixed in Unity 5.3.3. The following is the bug tracker entry. https://issuetracker.unity3d.com/issues/trailrenderer-flickers-and-does-not-render-at-all-times


1

The skid system I wrote works like this: When in a skidding condition, every frame capture the contact point of the skid, and the normal of the surface contact point - you would probably already have this from the raycast/contact you used for your physics simulation. When you have two or more points, you can start drawing the skid - to begin with just draw ...


1

Well, the thing is, trail renderers (and the underlying line renderer) are supposed to face the camera. There are a couple ways I can think of doing this, but I'm humming over which one would be the best. One way would be to buy a decal system (there are a couple on the asset store for under $10, at least one which is free). The tracks left via decals ...


1

I am afraid that the effect which you desire won't be able to achieve through Trail renderer. I had once accidentally achieved it while playing with multiple cameras. What you need is to stop the camera from clearing the render buffer before drawing a new frame. So that the cross at last position remains as is and the new cross gets drawn on top of it . This ...


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