Viewers: in countries Watching now:
Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.
Once we've made our particle system, we have nearly infinite ways to customize it, and make it look exactly like we want. What I'll do with these cattails is to put a new material on, cattail puffs. And then get them configured to stream little white puffs out across the lake from the edge. I'll start out by making a new material. Clicking on the Materials folder, right clicking, and creating a new material. I'll name this new material, cattail puffs, and then change the shader over to particles. Once it's named, I'll drop down under the Shaders, and choose Particles and Additives Soft.
There's different particle shaders available. And what we can see in here is that they're largely geared to be blending together. This is so that we can make particles that are very transparent and blend together and still maintain transparency like smoke. We can also use things like multiply for them to get very darker if we need say, black smoke. And these also accommodate things like sparks being totally self-illuminating. It's up to you which shader you'd like to use. And one shader may not work consistently for everything. So make sure you experiment with the different available shaders in here trying it out to see which one works the best for your given situation.
I'll leave mine as additive soft and then I'll get a texture in clicking on the Samples Sphere and choosing Select in the Texture Slot. I've made a new texture called cat tail puff. Drawn in Photoshop and it's simply a white puff with a feathery edge. I'll close my select texture, and I'm ready to see these particles with this white puff on them. I'll select my particles to start them playing and then drag this cattail puff material right on. We can see the particles change. Alternately, we can scroll down and drag it right into the inspector here under the renderer.
There's our particle material and we can change the shade if needed. Now, what it will is get this place and size out the emitter and then look at the behavior of those particles. I'll turn back on my terrain. Turning it on in the inspector and then I'll also bring on the daylight water For our particles, they start out coming from a point of a cone. And we can enlarge this out into nearly any size we'd like. What I'll worry about with particles is not necessarily how they look initially, but how they behave, and where they come from. I may end up customizing this shader as I get more into it. But really what I'm after is that I've got what we think are lots of little white puffs coming from an area on the bank. I'll pick my particle system, pull it onto that bank edge, making sure I'm nestled in the grass, and then go down to the emission sections. In the emission in our particles, we can choose a rate, and I'm going to lower this down and also use a curve to be able to effect where this goes. What we can see in particles then is a lot of places give us opportunities to either randomize or change subtlety. I'll pick from my curve just an upswing, a slow end. And this just puffs off a few here and there as the particle system loops. It's looping up here in the particle system rollout with a duration of five seconds. So roughly every five there's another puff of these particles. A nice random looking enough array. Rather than a constant stream aiming at us. Now look at the particle shape. This shape actually concerns the emitter. Not the particle shape itself. What we can do is we can tell these particles please come from something. Are you coming from a mesh or emitting from a cone? Are you emitting from a box or from a volume? We can change the shape of the emitter. So instead of one plant giving off seeds, it's most of this side of the lake. I'll change that shape over to a box and then enlarge out that box by clicking and dragging on the size. Here's my x size, getting nice and big. And then my y size. If you notice here I'm cranking out y and it's going out to the side. That's because it's working on the global pivot. When we chained over to local, we can see which direction corresponds to those axis listed in the shapes section. I'll move it over, rotate it into place and then customize how they behave.
I'll push this particle emission back into the grass so there's a range of cattails that spew seeds towards the building. Right now their velocity is just leading them straight up and they're simply drifting and hitting lifespan and dying off. What we can see in here in the particle system section, is that there's a start lifetime and a start speed. What I'll do is take that start speed down to 0, and then put in a force of a lifetime, so the particles are born on that box. Within that volume, and simply don't go anywhere. Now, I'm going to get some force in. I'll open up the force over life time. What we can do is we can say to particles. You have a velocity over a life time. Smoke may start out fast, and then hang in a column in the sky. A force, then, lets us simulate wind. What I'll do is to kick up this force in the world coordinate system and then bring up the y axis. I'll try a y of 0.25 so they just start to rise up a bit. I'll make sure to switch back over to the global coordinates so I can see which way I'm going and then put in the z of, well let's try one and a half. It looks nice but it's the wrong direction. So I'll go negative with the Z. Negative two, a little more strength. If you'd like, you can randomize this. Dropping down the arrow and choosing random between two constants. I'll leave the y alone, but put the z at negative 2 and negative 2.65 because it sounds neat. And now I've got the particles randomly over their life, starting slow and beginning to drift across the lake, dying off before they hit the building, simulating those seeds. As they get closer, we sort of lose them, and only when they're far away can we really see a whole bunch of them together. I'll scroll back up to the top on the particle system, and take the max particles down. I don't want to have that many; just a few there so it's not that noticeable. I'll pull the max particles down to 100. And, we just have a few particles out there. What I'd also like to do is to pre-warm these particles. And what this lets us do is, if we have the particles that need to ramp-up or cycle-in. It pre-warms them. So that when we start out, the particle system is already in motion. It's up to you how much customization you'd like to do. You can get, really, quite crazy with it. Getting in particles on texture sheets, cycling between multiple particles. Changing color over life, speed over life and even putting in animated wind. You can go as far as you'd like, and you can access most of the particle elements in scripting as well. So you can further hook into them. What I'll do is randomize that size and call my Cattails good. I'll drop down in the start size, and choose random between two constants. I'll set this start size then to start at point 1 and go up to point 5. So I get microscopic puffs and slightly bigger puffs. And that's it. And they start out. Blow gently towards the buildings. And disappear before any of them collide with the building. On collision then, we have limited options for collision. Although we can put in pretty decent collision effects. If we open up the collision section we can see that once we turn it on we can collide with planes in a transform and we can add on multiple objects if we need. So for example if I'd like to add the lake surface in I can choose it here in the picker and type in da for daylight water And now the particles that will hit that lake surface may bounce a little bit. Simulating the skipping of puffs across the surface. Within that collision then we can determine it as bouncy, dampening, killing it off, spawning, all kinds of fun things in there. And it's really up to you how far you'd like to go. I'll leave mine alone. I like the way it's looking, how they're born and sort of gently leave the cattails. I'll play the game and see how it looks. I'm in my scene. I don't really see much, because I've got Depth of Field on. But going outside, even picking the right door Can just start to see, maybe a puff or two. I see some little winking over there but it's really hidden. I'm going to take a quick short cut, jumping over the railings and going over to the other building. Yes, as a dev you're allowed to do this. We may end up restricting our flare by raising those colliders. But for now, this'll work. I can just see off in the distance.
My little puffs streaming towards me. As if there's cattails losing seeds. And in the depth of field, looking at the water. I kind of lose track of them. So, they're working nicely. If you'd like to add in multiple particle systems, you can. You can also lower the amount of blur on the depth of field. If you'd like to show off your cat tail puffs. It's up to you how far you'd like to go. And, you can really take these to tremendous degree. So, get in there and have fun making some particles. It's neat to see what kind of life you can add to your animation.
There are currently no FAQs about Unity 4.3 Essential Training.
Access exercise files from a button right under the course name.
Search within course videos and transcripts, and jump right to the results.
Remove icons showing you already watched videos if you want to start over.
Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.
Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.