I used a particle system and changed Color over time. The simulation space must be changed to world.
Really amazing and solid controls too!
Thanks
Quite simple, there’s a bit of food at the end if you take the lower route but it’s harder than going up and over! Also I’m thinking about moving away from the underwater visual style, it makes things a little harder to see, but I’ll worry about that later
Very very nice looking! Darn overacheivers making me feel bad about myself! Just kidding. Awesome work.
That looks pretty cool. Looking forward to play testing.
Get a reference to the particle effect and when you press / hold the spacebar, then play the particle system, otherwise stop. Like
[SerializeField] Particlesystem thrustParticle
private void RespondToThrustInput()
{
if (state == State.Alive && !introCanvas.gameObject.activeInHierarchy)
{
if (Input.GetKey(KeyCode.Space) || Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) //Can thrust while rotating
{
ApplyThrust();
}
else
{
EndParticleAndSound();
}
}
}
private void ApplyThrust()
{
float shipThrust = mainThrust * Time.deltaTime;
rigidBody.AddRelativeForce(Vector3.up * shipThrust);
if (!audioSource.isPlaying)
{
audioSource.PlayOneShot(thrust);
thrustParticle.Play();
}
}
private void EndParticleAndSound()
{
audioSource.Stop();
thrustParticle.Stop();
}
Really impressive - you seem ahead of the course.
Wow - how did you go about doing this?
Project drone for me
I’ve made the level a bit easier (Tunnnel -> slowing down -> up), since it’s level 1 and went for the “escaping the castle” feel :]
My First Attempt at Level Design - Nothing special - Quick run through, it was fun - vid speed x2.5
Just my basic level 1 and 2 game play.
I thought the over-under was a bit hectic for a first level as new players struggle with the controls so I thought of this sort of “slip through a divide” challenge which lowers the difficulty but still gives a neat moment.
My first two levels with some music and a follow-camera.