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Unity Cookbook - Fifth Edition

You're reading from  Unity Cookbook - Fifth Edition

Product type Book
Published in Nov 2023
Publisher Packt
ISBN-13 9781805123026
Pages 780 pages
Edition 5th Edition
Languages
Authors (3):
Matt Smith Matt Smith
Shaun Ferns Shaun Ferns
Profile icon Shaun Ferns
Sinéad Murphy Sinéad Murphy
Profile icon Sinéad Murphy
View More author details

Table of Contents (22) Chapters

Preface 1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Textures, Materials, and 3D Objects 6. Creating 3D Environments with Terrains 7. Creating 3D Geometry with ProBuilder 8. 2D Animation and Physics 9. Animated Characters 10. Saving and Loading Data 11. Controlling and Choosing Positions 12. Navigation Meshes and Agents 13. Cameras, Lighting, and Visual Effects 14. Shader Graphs and Video Players 15. Particle Systems and Other Visual Effects 16. Mobile Games and Applications 17. Augmented Reality (AR) 18. Virtual and Extended Reality (VR/XR) 19. Advanced Topics – Gizmos, Automated Testing, and More 20. Other Books You May Enjoy
21. Index

Making particles collide with scene objects

A great way to enhance the visual effects of Particle Systems is for the particles to behave as if they are a real part of the 3D world. We can easily give this impression by enabling the Collision module, which makes particles change their direction of movement when they “hit” the colliders of 3D objects in the scene.

In this recipe, we’ll create a scene containing some 3D objects and create two Particle Systems – one like a fountain of ping-pong balls and another like a gun firing many small balls in a line. Both sets of particles will bounce and change direction when they collide with the objects in the scene:

Figure 15.19: The two bouncing Particle Systems in the collision scene we’ll create in this recipe

How to do it...

To create a Particle System from scratch, follow these steps:

  1. Create a new Unity 3D project.
  2. Move MainCamera to Position (0, 1, -20) so that we...
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