![]() ![]() ![]() ![]() If you use a layermask this wouldn't be needed. void Update() else //In scenarios where the raycast hits a non-terrain target, you'll need to turn off particles. MMD TutorialSetos Basic Lighting Setup w/ Raycast Seto 21. I already have a score multiplier that uses a raycast to check the player's position from the ground/terrain and increases the closer they get. There is also speed to consider, so the closer to the ground and faster the player is should have an effect on the particle system. I'd also be hoping to make the particle system 'grow' the closer the player gets to the terrain if that makes sense. MMD Most Famous Effects Pack 2 By mixalism9 Published: 1.9K Favourites 296 Comments 161. Raycast RAY-MMD Effect Tutorials The List of Raycast Tutorials on The Raycast Effect, now known as RAY-MMD, is so much MORE than an effect it’s a whole visual environment sub-system in itself You cannot simply download the effect and apply the RAY.X to your animation. The terrain undulates randomly and is not a flat surface, if that helps. I'm familiar with the particle system and raycasts but I don't know how to marry the concepts together to achieve what I'm after. I'd like to add an effect (particle system) to the player when they get close (within a preset dangerZone, say 1.6 units (meters)) to the terrain, like a dusty dragging cloud under them sort of thing. I have a 3D side scroller style game in which the player flies along avoiding stuff, you know, side-scrollery things. ![]()
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