13-01-2025, 01:14 PM
(This post was last modified: 13-01-2025, 01:23 PM by josemendez.)
(13-01-2025, 01:09 PM)Zavhoz Wrote: Thanks for the quick reply.
- in my case, a 2D solution without gravity, so it is not suitable for the force zone, since it only works with 3D colliders.
In Unity you can add 3D colliders to a 2D scene and vice-versa. You can use a force zone just fine, since the ObiSolver is in 2D mode particles will only move in 2D.
(13-01-2025, 01:09 PM)Zavhoz Wrote: - a collider with the Inverted parameter absorbs all particles, tearing them away from the main mass of the emitter. as a result, the stretching effect does not work.
You don't want to use an inverted collider for this. In any case, a regular collider that pushes particles around (depending on the effect you're after).
(13-01-2025, 01:09 PM)Zavhoz Wrote: - from the code, the particle also breaks away from the main mass of particles.
This will only happen if you explicitly set a position for the particle(s). What you want to do is add a force towards the user's cursor/finger location instead. The intensity of the force must be proportional to the particle's current distance from the cursor/finger.
kind regards,