Make an emitted painting emit at a specific angle
I'm making a rolling ball game with collectable orbs. I've got it set up so that when you collect an orb, the orb is destroyed and an effect is emitted (a stream of glowing particles rising up from the marble). All good so far.
The problem is the effect is emitted by the rolling marble, and takes on its orientation (so the effect is emitted sideways, or upside down, or even just slightly off).
How do I make the effect emit as it was created, in an upright position?
-
I think the emitter has an option called "ignore emitter movement" or something along the lines
-
That only ignores movement, not orientation.
I've given this some thought and there's a few different things I could do.
1. Emit the effect from the collectable itself. Duh.
I would have to change the effect, as at the moment it's kind of supposed to swirl around the marble itself. Not that it would have worked properly when emitted from the marble, paintings being mostly static and all.
2. I don't emit the effect, but instead create an invisible object that follows the marble at 0 distance with a gyroscope to keep it upright. Then I simply have the effect attached to that object and turn it on and off as needed.
The problem with that is there can only be one effect at a time, regardless of how frequent the collectables are. -
regarding your problem with approach number 2:
I had a similar situation where I wanted something to trigger as many times (in a given time frame) as I needed.
my solution: whatever triggers the signal I hooked it up to a chooser. or I think it's called selector. connect your trigger to the 'move to next output'-port on the selector. (or move to previous, its really the same). then I copied my emitter a few times and connected each selector output to one of the emitters.
this way when the first one fires, didn't finish but the effect is triggered again, it will just move on to the next iteration of your emitter, eliminating the need to wait for the first one to finish.
of course depending on how long your effect/animation will last, you will need more or less copies of it, to prevent all elements in the queue to be triggered at once, which would create the exact problem you are trying to fix.
hope I could help and that it's applicable to your situation. -
'@Echarin: You should be able to use option 2. Then on the follower object just add the emitter you already have. That should be able to trigger how you already have it.
Please sign in to leave a comment.