This experiment was to create a shock wave using a normal map and see-through texture.
The image above highlights the shape dynamics and bursting.
Unsuccessful attempt due to tools available in Unity 4.
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I also practised using wind and particle interaction, I really wanted to wind vortexes which could be switched on and off. This support wasn't available in Unity 4, It is in Unity 5 and maybe used in the future for creating nice vortices with leaf particles.
I even researched programming my own wind vortices using maths and code.
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I tried creating a black ooze particle, this was to fill up holes in which the player could fall and die. previously we had black planes which did not blend with the environment at all.
How it spawns
and blocks out what is behind it. It was billboarding in all 6 directions as creating them just billboard them facing up never worked effectively.
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when the bird flies over head of the player, I created a feather particle which would draw the players attention.
I really wanted more randomisation for this effect, so the feathers looked weightless - it only seemed to work on mesh particles
These where velocity over time setting where I was really trying to push the settings to see what they did.






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