Funky Projectile Trails In The RPG

Show us what you got! What did you come up with for your projectile trails? Something wild and crazy I hope. :slight_smile:

I decided not to color the trail as much, decrease size, shape, and adjust the alpha on the color. I figured the end result was satisfying.

Snippet09

4 Likes

I tried changing the trail colour gradient on the variant assets but it kept getting propagated to the parent prefab. I went with @Sovereign’s approach, as I think this is a bug in Unity 2019.1.7.

Can anyone please verify this? You may use the ReproProjectWizard, and submit a bug as per Unity’s official QA guidelines.

my arrows with realistic speed and 60ft (18.288 m range.

1 Like

I made it so that upon the blue/ice arrow hitting, the player/enemy is slowed for a short time. Probably did it very inefficiently so feedback always appreciated -

Projectile.cs Added:

[SerializeField] bool speedModifier = false;
[SerializeField] private float speedSlow = 3;

private void OnTriggerEnter(Collider other)
		{
			if (other.GetComponent<Health>() == target)
			{
				other.GetComponent<Health>().TakeDamage(damage);
				if (speedModifier)
				{
					other.GetComponent<Fighter>().ReceiveFreeze(3f, speedSlow);
				}
				Destroy(gameObject);
			}
			Destroy(gameObject, 10);
		}

Fighter.cs Added:

private Coroutine freezeCoroutine = null;

public void ReceiveFreeze(float duration, float speedSlow)
		{
			if (freezeCoroutine != null)
			{
				StopCoroutine(freezeCoroutine);
			}
			freezeCoroutine = StartCoroutine(IReceiveFreeze(duration, speedSlow));
		}
		
		private IEnumerator IReceiveFreeze(float duration, float speedSlow)
		{
			GetComponent<NavMeshAgent>().speed = speedSlow;
			yield return new WaitForSeconds(duration);
			GetComponent<NavMeshAgent>().speed = GetComponent<Mover>().baseSpeed;
		}

Mover.cs Added:


[SerializeField] public float baseSpeed = 5;

private void Awake()
		{
			navMeshAgent = GetComponent<NavMeshAgent>();
			health = GetComponent<Health>();
			navMeshAgent.speed = baseSpeed;
		}
1 Like

Finished #2 part in simple weapons

Basic Weapon pickup and drop system

I hope you guys cover the drag and drop system.
also to store the picked up weapons.

5 Likes

Well done!
Drag and Drop and storing collected inventory are covered in the next course, RPG Inventory Systems.

2 Likes


Shared this in the wrong spot at first lol. Went for holy arrow, ended up with lightning

Hello, very nice :stuck_out_tongue:

Can you give us hint in how you did this please ? Especially the trail ! I tried playing with the width but i can quite achieve that neat look.

Thanks !

I would think one would do that kind of trails with using a VFX Graph…

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