Unity: Mixing Sprites in Particle System - unity3d

So I have two sprites one for fire and another for ice.
I need to have a partial system that can take one or both sprites and spawn both of them.
For example, I have one particle system that spawns in a straight line and another that is in a cone. instead of creating two for each (one reach for fire and ice). I want to be able to add the ice sprtie to a list of sprites and have the particle system spawn a mix of both of them.
What is the best way to go about this?

Related

Instantiating Objects at Different Intervals Unity

I am trying to make a 3D jumping game where my character is standing still and the objects and background are moving towards him to make it seem like he is running. I have a bunch of models for buildings that I am instantiating using an empty game object that I use as a spawner. I want the buildings to spawn one after each other, so whenever one building has moved far enough and left enough space the next one should spawn. I first tried to do this with InvokeRepeating, but the buildings are different widths so it does not work well with a constant repeat rate. I then tried to put a collider on my spawner and spawn a building whenever the spawner collider is not colliding with anything, but it seems to just spawn buildings infinitely. Is there a way to fix this or a better way to do this?
There are many different ways of doing this.
The most straightforward is possibly to let each building spawn the next one, as I assume they each know how wide they are and thus when it's time for the next.
Well , first things first your problem is looking more like a design problem. I would recommend searching things like "procedural world building" , also object pooling. There is lots of examples of runner games that do what you describe.
You can check the palyer position to instantiate , you can create parts of the road as prefabs , make lots and lots of prefabs and instantiate them as you go etc. The question you asked is simply too wide to give an actual answer. So if you have any more spesific questions , it'll be nice to answer !

Does changing multiple sprites on a single animation affect performance?

I have been building a 2D sprite based game for which I want to have the player be able to customize their equipment. This means that although I am fine with drawing the content, I'd need to ensure animations in the game run fine on top of each other. For this, I have been preparing a game object with several children to account for the equipment:
Each of the children runs a single animation and should have to follow the player, which I accomplish by using transform.localPosition = Vector2.zero; on the Update of the script each takes, so they hook to the parent's pivot and follow the player. While this has worked for the most part, there are moments in which all of the objects are not synchronized and as such sometimes the parent object (the body) is seen where it shouldn't since the other game objects should render on top:
Aside from that, to make it easy for the children to follow the parent position I had made sprites which are all the same size, which risks me having to load a lot of transparent space per sprite.
Another problem that I just noticed as I'm trying to address the issue of loading too many useless pixels involves the positioning with other objects such as the Sword game object, which doesn't follow the player fully if I use sprites that are not perfect squares (see this question for details How to align sprites of smaller sizes to a moving gameobject sprite? and this one Sibling sprite doesn't appear to follow main GameObject sprite even when transform.position updates)
I tried to fix this by making the Sword a child of the Hero, but even then changing the position through a function that sets values to add on to transform values of the sword game object only change the position of it relative to the initial value. I attempted changing the pivot of the sword sprites to a custom value to guess where the center of it would align with the main game object and appear in the right position, but even that doesn't seem to work.
I'm kind of getting tired with my current process, as I have to rely on several animations for each of the game objects, both parent and children, so that these obey to different layers in a single animator (or in the case of the sword, a separate animator), all to ensure there is some synchronization that doesn't always occur:
I really don't mind the web that is turning out in what I'm doing, but the fact that I have to repeat it across multiple layers with no real guarantee that all the objects would appear right on top of each other due to the fact of having multiple animations playing, and loading multiple sprites with empty space is becoming more of a chore than enjoyment.
So I think I came up with a possible solution: If I could make a single animation for the whole equipment used at any given point (whether only wearing pants or wearing full equipment), then having this single animation could guarantee synchronization across parent and children without the need for animator layers or special functions to update position or worrying about pivots or square sprites if I can set the position of non-square sprites in the animation, with the downside that I would need to account for every single animation for each possible equipment variation (so if I had even 3 of each sword, pants, boots, etc. that would mean 3^6 animations) and make a more complex web of animator states. The only thing I'd be worried about in this case, however, would be the performance, if having too many animations for a player would affect how fast these load. But at the benefit of eliminating the other problems mentioned, my question boils down to this:
Is it better to have a single game object with animations that change multiple sprites across children game objects and a single animator that chooses states based on multiple variables, or game objects with multiple animations that change a single sprite for each, and a single or multiple animators with multiple layers that choose states based on multiple variables?
There isn't really a set answer for something like this. It really just depends on how good your/the players computer is when playing the game. Sorry if this isn't what you wanted.

How to add force to an actor in unreal engine?

I am using blueprints. I have an actor that I want to move using a physics force/impulse when they are spawned. Basically I want to push the actor when they are spawned. I have physics and gravity enabled.
Use the add impulse, or add force nodes.
Add impulse is designed to be used only once to add a burst at a location.
E.g hitting a golf ball.
Add force is designed to be used multiple times to gradually move objects.
E.g Player pushing a heavy cube
Use whichever is best suited for your needs.

Unity Make 2 Particle Systems Collide

I've done some research and it seems the consensus is that two particle systems can't collide in unity.
Is there a creative work around or solution to have the effect of having two particle systems collide? I want it to behave like two "streams of water" colliding where each stream is a particle emitter. I can't think of a great solution besides making my own particle emitter, but even then it would be hard to mimic Unity's particle system behavior. I feel like there has to be a way to make that effect though.
Any ideas appreciated, thanks
Create a GameObject--the emitter--that spawns other GameObjects--the water particles--that have Rigidbody/Rigidbody2D and appropriate Collider components. The exact components you will need will depend on the shape of the spawned object.
To avoid performance loss related to instantiating and destroying many objects, you may want to use object pooling for the water particle GameObjects.
In these water particle GameObjects you'll want to implement OnCollisionEnter or OnCollisionEnter2D to handle the interaction between them. You can check for whether the collision is with another water particle inside of OnCollisionEnter*, and interact appropriately.

Object spawning and deleting

I am currently making a simple side-scroller. In unity. I am looking for a way to spawn objects before they enter camera, and remove them after they have passed the camera. All this will happn in the x axis.
There are 6 different kinds of objects that are going to be spawned. and with different distence from each other.
The objects can be picked up, and they are all prefabs and have the functional scripts for pickup if the player collide. But I need a way to remove them if they didn't get picked up.
Is there anyone that have a simple script where this will be possible?
there is a 2 methods in MonoBehaviour you can use: OnBecameInvisible and
OnBecameVisible. they are called whenever the renderer is no longer visible (or becone visible) by any camera.