Game Development Reference
In-Depth Information
Step 4: Scale and Move the WaterSteamEmitter to match Figure 6.24 .
Figure 6.24 Placed WaterSteamEmitter.
Why?
This plane is going to be the source of the water steam (as the name
implies). Although we could create a particle system (GameObject>Create
Other>Particle System) that is really independent of polygons or any
mesh, when working with particles that need to come from a very specific
area, making a polygonal object that matches this area is a quick and easy
way to take control of this.
It is a little smaller than the channel because the steam particles will be
expanding, and when particles cut through polygons (like the side of the
dock) they can make strange artifacts appear. So having the emitter a bit
smaller will give the same steaming-water effect but avoid the artifacts.
Step 5: Add the three key components to a Particle System: Particle
Emitter, Particle Animator, and Particle Renderer. All three of these are
in the Component drop-down menu. Make sure the WaterSteamEmitter
is selected and then choose Component>Particles>Mesh Particle
Emitter, Component>Particles>Particle Animator, and then
Component>Particles>Particle Renderer.
Why?
What each of these components do is pretty obvious from their names;
but it is clumsy to have to add each individually. However, it's worth
noting that usually when a straight Particle System is created, all of these
components are already added to the system as it is created.
Step 6: Create a new material. This can be done in one of three ways.
Either (1) Choose Asset>Create>Material, (2) in the Project panel, choose
Create>Material, or (3) in the Project panel, right-click and choose
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