Hey m plan to make particle effect by using Sprite animation ..but didnot get it in proper way ..
Is there any one who has work on it ??
And also suggest me how I move image respect to time ?...
Waiting for positive response ..
you may want to check out http://www.ezsprite.com , it's a nice spritesheet package for unity it works it's similar to the the animation system in flixel or cocos2d .. it can be used to create a particle effect manually .. I'm not 100% on if you could get it to work with the particle emitters in unity .. if you want to do that your best bet is to probably define a material with a shader that adjusts the uvs as time passes and use that with the emitter
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so trying to make this as simple as I possibly can (which is next to impossible)
so in the unity editor using the 2d platformer learning thing im trying to switch the player sprites with many sprite lists from https://aamatniekss.itch.io/fantasy-knight-free-pixelart-animated-character for the images I'm trying to make the images into a new sprite animation
I hope I made this straight forward enough.
Use this BRACKEYS TUTORIAL
You need to make sprite sheets or create the animations in the Unity animation system and then trigger them by code or state machine.
https://www.youtube.com/watch?v=87cF8jqVpBA
i found it myself so anyone who needs to know here you go
make sure the sprite isnt in single but multiple.
I m wondering that if is it possible to animate anything along the rules of physics.
I mean, i have a cube, and two legs attached to that cube. I want to just animate that legs one after each other, but unity or other software will force its animation system to behave to my animated legs to make my cube walk. I wont change positions for my body(cube) but legs will do that.
demonstration:
https://streamable.com/dda610
Yes, this animation type is called procedural animation. You base your animations dynamically based on physics.
https://en.wikipedia.org/wiki/Procedural_animation
good video:
https://www.youtube.com/watch?v=LNidsMesxSE
tutorial:
https://www.youtube.com/watch?v=9Wh6fzSl_u8
Physically based animation is a complex task. You can use the timeline to animate legs but they won't work too well physically. You probably want to use code to keep the body a fixed height above the surface and use the timeline editor to animate the legs. Or perhaps keep the body at the same height and use 'inverse kinematics' to move the legs in a more realistic fashion. Neither of these options will be very quick for you to start using really effectively if you have very little experience with unity or with code but knowing what to look up is half the battle of learning.
I would like to achieve something like this:
I've already done something similar using the Unity particle system. It works fine but the problem is when you rotate the pointer, a wave is formed. Is there any other way?
If you want to avoid the wave using particle effects, you will need to move each particle immediately by how much it needs to move to get into its new position. The reason you get a wave now is because you're only changing the emitter's direction.
Instead, it might be a better approach to use a wrapped LineRenderer and scrolling the UVs on the texture/renderer on each Update using lineRenderer.material.SetTextureOffset. You'll also need to calculate the points to draw the line, and set those as appropriate in Update as well.
This way, when you change the aim, the LineRenderer's positions can all move accordingly and the dots will always appear to be in a series of straight lines.
Increase the speed of the Simulation Speed in the main (top) section of the Particle Settings. Try 10, to start with. You might need even higher. Default is 1.
I have few prefabs based on particle system. I use a lot of this in my scene what causes low fps so i want to convert this particles into sprite sheet and do animation of this. Is there any tool to do this?
There's a tool called "Shuriken to Spritesheet" in the asset store that works pretty well for me. Made by Mirza Beig
I'm making a FPS game in Unity, and I want the environment to light up as the player is shooting on his environment.
So say I have a tree. First it would be entirely black or greyish, but if I shoot somewhere, I would see some green.
To accomplish this feature, I'm using a raycast to have the impact point and so I can access any renderer of the point that the player is shooting on.
I guess the next step would be to write a custom shader to light the exact pixel that is shot.
Do you have any idea how I could write this shader or another way of doing this effect?
Regards
If you are using deferred rendering: Deferred decals.
If you are using forward rendering: Projectors.
If you need some more advanced "paint-like" functionality, use render textures coupled with RaycastHit.textureCoord to get the exact UV coordinate at your ray intersection point. You can draw stuff to render textures using Graphics.Blit. Check out this github project for some inspiration on how to do this.