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Aprenda Particles & Trail Effects | Fundamentals of Juice
Unity for Beginners

bookParticles & Trail Effects

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Particles & Trail Effects

With post processing and responsiveness in place, we now make the game feel more dynamic using effects.

Particles and trails exaggerate motion, energy, and interaction - without changing mechanics.

Trail Renderer for Exaggerating Movement

A Trail Renderer leaves a visual streak behind a moving object.

When attached as a child of the player:

  • it follows movement automatically;
  • it exaggerates speed;
  • it adds a sense of momentum.

Key adjustments:

  • Time -> lower values (e.g. 0.3) make the trail feel faster and sharper;
  • Start & End Color -> use player colors for cohesion;
  • End Opacity -> set to 0 for a clean fade;
  • Width Curve -> shape the trail (e.g. thin -> thick -> thin) for more dynamic look.

Particle System - Adding Energy

A Particle System emits multiple small objects from a shape.

By default, particles are simple squares.

To customize them:

  • create a Material;
  • assign a texture or sprite (e.g. circle, bubble);
  • drag the material into the Particle System's Renderer section.

Key settings:

  • Start Lifetime -> how long particles exist;
  • Emission -> Rate over Time -> how many appear;
  • Simulation Space.

Local -> follows the parent.
World -> moves independently after spawning.

Switching Simulation Space to World prevents particles from unnaturally following the player after emission.

Randomness & Size Over Time

To make particles feel more organic:

  • use Random Between Two Constants for size or lifetime;
  • adjust the Size over Lifetime curve to control how particles grow or shrink.

Variation creates natural motion.

Applying to Prefabs

If you add particles to a power-up in the scene, remember:

  • click Override;
  • then Apply to Prefab.

This ensures all future spawned power-ups inherit the particle system.

The Inspector Lock

The small lock icon in the Inspector keeps the current object selected.

This is useful when:

  • editing a prefab while selecting other objects;
  • comparing settings between objects;
  • avoiding accidental deselection during setup.

It's a small tool but essential for smoother workflow in upcoming lessons.

1. How would you make a player’s trail feel faster and less heavy?

2. How would you stop particles from unnaturally following the player after they are emitted?

3. How would you ensure that all newly spawned power-ups also have your particle effect?

question mark

How would you make a player’s trail feel faster and less heavy?

Selecione a resposta correta

question mark

How would you stop particles from unnaturally following the player after they are emitted?

Selecione a resposta correta

question mark

How would you ensure that all newly spawned power-ups also have your particle effect?

Selecione a resposta correta

Tudo estava claro?

Como podemos melhorá-lo?

Obrigado pelo seu feedback!

Seção 5. Capítulo 2

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Seção 5. Capítulo 2
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