02-04-2020, 08:54 AM
(This post was last modified: 02-04-2020, 08:56 AM by josemendez.)
Hi Klaas,
If you move the emitter on the Z axis, collisions stop working because the particles stop touching the colliders (they're 3D spheres and boxes, so they have a limited span in all 3 axis). This is how it's supposed to work, of course. Maybe if you rotate the camera the cause will be apparent:
Also, the advected particles (the colored ones, a standard Unity particle system) can only be advected if they're close to a fluid particles. So if you take the fluid emitter away, they will stop being advected and stay in place, like in your last 2 screenshots. Again this is the correct and expected behavior. See:
http://obi.virtualmethodstudio.com/tutor...ction.html
If you move the emitter on the Z axis, collisions stop working because the particles stop touching the colliders (they're 3D spheres and boxes, so they have a limited span in all 3 axis). This is how it's supposed to work, of course. Maybe if you rotate the camera the cause will be apparent:
Also, the advected particles (the colored ones, a standard Unity particle system) can only be advected if they're close to a fluid particles. So if you take the fluid emitter away, they will stop being advected and stay in place, like in your last 2 screenshots. Again this is the correct and expected behavior. See:
http://obi.virtualmethodstudio.com/tutor...ction.html
Quote:Regular Unity particle system, placed on top of the fluid emitter. This way particles will be close enough to the fluid for it to advect them.