While the particle system solution provided by LVBen does work, it's not the best suited solution when using 2D Toolkit for your sprites. Renderer Material: Using same image as the original, but with "Particles/Alpha Blended" shader. I'm using only the Emission, Color over Life time, and Renderer settings of the Particle System.Ĭolor over lifetime: Fade from White (Alpha 255) to Black (Alpha 0) I attached the particle system to the Quad and set the quad to use the Sonic sprite. Here is an example that I was able to do with just 1 Quad, 1 sprite, 2 materials, and a particle system. If you want to get fancier, you could adjust the max # of particles and other settings based on the character's current speed. ![]() Try some of the alpha blended shaders on the material to get the effect that you want on the trailing particles. ![]() (Choose an X based on how far apart you want the trailing sprites to be.) For the particle, use the same image as the character's current sprite, but with a different material. Set up the particle system to release 1 particle every X milliseconds with a max of 3 particles. You could easily do this with a particle system and a shader.
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