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You then moved on to the Shuriken particle system, where you began with a simple smoke effect to
reinforce the crispy-critter scenario. Next, with the Splatter, you discovered the trick to explosion-
type systems and had a chance to try out a texture sheet containing multiple images for your
particles. Finally, you learned how to create a slime trail with particles by changing the Render Mode
to Horizontal. The trick to leaving the particles behind, you found, was to use World for Simulation
Space so the particles were not bound to the emitter's local coordinates.
Next, you revisited your weaponry scripts and converted the potato gun functionality from a single
projectile type hit to a proximity based scheme. A quick addition to the plant prefabs made them
prey to the potato gun's destructive purpose as well.
Finally, you had a quick look at Unity Pro's Image Effects where, if you had Pro, you experimented
with two different types of Bloom. The Bloom effects, you discovered, are a post-process effect
added after the scene has been rendered. You found that the Fast Bloom gave a soft washy look to
your scene and increased saturation, while the regular Bloom component was easier to localize for a
nice glow effect on the slug, splatters, and explosions.
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