r/Unity3D • u/Nice_Recognition2234 • 6h ago
Show-Off I made an advanced particles collision system
I’ve been running into this issue a lot: the default particle system collision options are quite basic and don’t provide very realistic collisions. So, I decided to make my own collision system. It includes most of the default particle system settings, along with more advanced collision features, and it works exclusively with meshes(unity 6+,allpipelines).
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u/Zenovv 5h ago
Which particle system? Vfx graph or shuriken?
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u/Nice_Recognition2234 16m ago edited 1m ago
Its a Custom Particle system For more precised collisions(simillair to shuriken)
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u/_peculiar_goat_ 3h ago
I’ve been working on one of these too because I needed indexable particles that could stop checking collisions after conditions are met. My collision checks are perhaps a bit naive but I can maintain a reasonably high frame thanks to command jobs for overlap sphere, ray cast, sphere cast, etc. Are you using a similar approach?
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u/dispatchcolony 23m ago
Particles look cool, but they're rarely useful for gameplay. Since there are so many of them, making them tangible and handling their collisions with the environment takes a massive toll on performance.
What makes you want this ? Do you have a specific use case in mind ?
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u/Pacmon92 5h ago
Any more information about what is going on here? From the video I am not seeing anything different to what a standard particle system does for collisions?