Skip to main content

Let there be fire =D

Creating a mediocre fire effect on Unity 3D.

Start by clicking create>Particle System under the Hierarchy Pane.





When the particle system selected you can see all its components in the Inspector pane. Under Particle Animator where it asks animate color you want to make sure its checked to make more of a fire effect. Now just below that is 5 options (Color Animation[0-4]) that you can set. When a particle is spawned, it is at first the color of color animation 0. Through out its life time it changes from 0, to 1, 2, 3, and then 4. Further down in the Particle Animator section is the options of force applied on the particles in their x, y, and z axis. Since fire rises I changed the y force variable from 0 to 0.5. (You might also want to mess with the size grow variable to make it a little more realistic) So this is what I have...
The particles right now are still pretty small. So you want to go under the Ellipsoid Particle Emitter component and find the Min and Max size variables. I changed both to 2. To make the fire a tiny more realistic, I messed with the Rnd velocity x, y, and z axis. Pretty much what the random velocity does is add a random force to the particles along the selected axis. So I changes the x and z axis to 0.2 (0.4 is probably better) To make the fire spread out a little more. So what i have is...
So when you hit play you should now see your fire come to life in your scene. This is only one way to create a simple fire effect. In the end it should look like this:



Comments

Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …

Don't Destroy On Load..

So if you want to keep an object or script that keeps up variables (or for any other reason) when you go from scene to scene, you need to attach a don't destroy on load static function, which goes something like this:

function Awake () {
    DontDestroyOnLoad (transform.gameObject);
}

The Awake function is call only once, when all the objects in the scene have been created. Read more about it here.

DontDestroyOnLoad has what ever is in the ( ) to not be destroyed when creating a new scene.

(transform.gameObject) is what will not be destroyed when the new scene is loaded, in this case, it will be the game object and all it's children the script is attached to.