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Add Particles to the Player | Polishing and Export your Game
Unity for Beginners

Add Particles to the PlayerAdd Particles to the Player

First let’s make the particle object as a child to the player.

Next, after changing some parameters like the color and size, we will add a gravity modifier so that gravity forces will be applied to the particles. Finally, we will change the simulation space to world. There are three options available for simulation space:

Types of simulation space:

Local:

In local simulation space, particles move relative to their emitter GameObject's transform.

This means that if the emitter GameObject moves or rotates, the particles move and rotate along with it.

This option is useful for effects where particles should be localized to a specific GameObject, such as smoke emitting from a chimney or sparks coming from a moving vehicle.

World:

In world simulation space, particles move and behave independently of any GameObject's transform.

Regardless of the emitter's position or orientation, particles move freely in the global coordinate system.

This option is suitable for effects that need to be world-aligned, such as rain falling from the sky or a fireworks display.

Custom:

Custom simulation space allows you to define a custom transform for the particle system to simulate in.

You can assign a specific GameObject's transform to serve as the custom space reference. Particles move relative to the chosen custom transform rather than the emitter or the world.

This option provides flexibility for effects that require a unique reference frame for simulation, such as following a moving target or simulating within a specific area of the scene.

¿Todo estuvo claro?

Sección 5. Capítulo 2
course content

Contenido del Curso

Unity for Beginners

Add Particles to the PlayerAdd Particles to the Player

First let’s make the particle object as a child to the player.

Next, after changing some parameters like the color and size, we will add a gravity modifier so that gravity forces will be applied to the particles. Finally, we will change the simulation space to world. There are three options available for simulation space:

Types of simulation space:

Local:

In local simulation space, particles move relative to their emitter GameObject's transform.

This means that if the emitter GameObject moves or rotates, the particles move and rotate along with it.

This option is useful for effects where particles should be localized to a specific GameObject, such as smoke emitting from a chimney or sparks coming from a moving vehicle.

World:

In world simulation space, particles move and behave independently of any GameObject's transform.

Regardless of the emitter's position or orientation, particles move freely in the global coordinate system.

This option is suitable for effects that need to be world-aligned, such as rain falling from the sky or a fireworks display.

Custom:

Custom simulation space allows you to define a custom transform for the particle system to simulate in.

You can assign a specific GameObject's transform to serve as the custom space reference. Particles move relative to the chosen custom transform rather than the emitter or the world.

This option provides flexibility for effects that require a unique reference frame for simulation, such as following a moving target or simulating within a specific area of the scene.

¿Todo estuvo claro?

Sección 5. Capítulo 2
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