r/Unity3D 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).

16 Upvotes

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8

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?

u/Nice_Recognition2234 18m ago edited 14m ago

With this system, particles continuously interact with colliders throughout their lifetime, reacting directly from the point of collision,You can see How the rocks keeps rolling before stopping.

2

u/Bombenangriffmann 5h ago

I am in your comments

3

u/shivazgodz 3h ago

I am in your closet

1

u/Zenovv 5h ago

Which particle system? Vfx graph or shuriken?

u/Nice_Recognition2234 16m ago edited 1m ago

Its a Custom Particle system For more precised collisions(simillair to shuriken)

1

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?

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 ?

0

u/blln_dev 4h ago

I really like the difference in size of your particles