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Hello again.

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In this lecture, we're going to be playing around with particle systems and I'll show you the ins and

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outs of how to create your own particle systems.

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One kaboom for when we cross the finishing line and the other for when we crash with Barry.

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So let's jump in and get started.

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Let's start by making some particle effects for when we cross our finish line.

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Now the process for creating some particle effects hop over into your hierarchy.

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You can right click and create effects particle system and then bump.

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There we go.

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We see there's some particles being emitted now around the outside of minor have these orange box kind

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of things.

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That's because the gizmo is showing us the selection outline.

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If you find Gizmo at the top of your scene, view the little arrow next to that you can uncheck.

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Select an outline, and that will go away.

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And then you can see just the particles on their own.

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So this is a particle system just sitting within our world.

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I'm going to rename this to B, let's see a finish effect.

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And then what I'll do is, well, is I'll drag this finish effect underneath finishing line or on top

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of finish line so it becomes a child to finish line.

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And now this belongs to finish line.

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So if I was to click the little icon over near the finish line here and turn that off, you can see

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this toggles being able to view things on and off and it will turn off all of the things within the

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finish line game object, the, the children underneath it.

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Now I want to move it over to where the finish line is going to be.

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So while I'm clicked on finish effect, I move, move, move, move, move over to here.

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And you can see that's going through the process of zeroing it out.

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So I'm actually just going to go 000 for the transform on my finish effect, and that will put it right

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in the middle of our finish line.

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So I've quickly chucked in a particle effect, but let's have a little look at what's going on here.

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So particle systems have an emitter and particles.

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The emitter is the thing that we're placing in the world.

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That's the thing that has the transform information on it, a certain location.

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And then we give behavior to the particles that are being emitted from this emitter.

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The particle system itself is a component that gets added to a game object.

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So if I jump back into unity, if you have a look at the finish effect, you can see there is a component

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here on top of the game object.

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If you go right click effects particle system, it will create a new game object and on that it will

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automatically add the particle system component.

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What I could also do is click on finish line, go to add component and search for particle system and

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add a particle system here.

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We can do that, but it's not as flexible because if we want to move things around as I did just before,

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where's my particle effect go then?

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It's much better to have that as a child game object underneath the parent game object and not have

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the component right on the parent game object itself.

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Because then we can't move the parent and the component independently.

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The component that's on this level of game object moves where that game object is going to be.

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And then we use modules for controlling the behavior of the particle system.

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So the modules, if we click back on our particle effect and open up my component, you see all of this

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stuff, here are modules.

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If you click on something, click on it, click on it.

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It opens up that particular module.

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It says a little tick box next to it as we see on emission.

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That means we are using the module.

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If I click, that emission basically means things getting emitted, so things getting spat out of the

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emitter, the particle effects.

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So clicking it on means we will be using that module and then we can vary the values within this.

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So you see right over time, if I was to increase this to say 100, then it pushes out 100 particles

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each second.

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That's part of the emission module.

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We have the shape module and if I was to click on the shape module here, change it from a cone to say

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a sphere.

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Then everything will be getting spat out in this round circular kind of pattern.

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And the last point of my slide here is each particle is not a game object.

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So we have our game object, which is our finish effect game object on which it has a particle system

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component.

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And we can modify the modules within this component.

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But each of these little dots, I'm just going to hit pause on my little menu just here, you see that

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comes up whenever you select on your particle effect.

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Each of these little dots or particles is not a game object, and it's created in such a way that it's

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as efficient as possible to have gazillions of these particles floating around.

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So there's some things we can and can't do and can and can't access.

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I can't access the transform of this one individual particular particle just here.

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I can only access the transform of my emitter and then modify the behavior of the particles as they

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get spat out of our emitter.

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So click back on play.

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And what am I looking to do here?

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I'm going to have just a short burst of of like a little fireworks moment, kaboom.

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Like that.

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So let's have a look at some of the settings here in the main level, the main module in here, the

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one that you don't get a choice to turn on and off.

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So just at the top, it says Finish Effect, which is the name of our particle system.

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The duration is how long we are going to say turn on the particle effect when we trigger it in our code.

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So if I stop here at the moment, you can see that this is looping and we know that because the looping

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checkbox is turned on.

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So it's saying Run for 5 seconds, this is a duration.

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And then when they're 5 seconds has ended well.

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Just loop start again from the start.

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So I'm going to turn off looping and I can change the duration down to 1/2 click on play and you see

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we get 1/2 worth of bursts, 1/2 worth of particles being emitted.

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So that's getting closer to what I'm looking for, for my kind of celebration.

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You cross the finish line, that kind of burst quick effect.

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I'm going to put this down to say, I don't know, 0.2.

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And just between you and me, I haven't planned what I'm going to do with my particle system here.

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I'm just jumping in and winging it, which is nearly always the way that I create particle systems.

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I play around with the values a little bit more or they use a little bit less of that until I get it

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to the point where I like it.

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So if I click play here, kaboom, there's a little bit of a a particle explosion.

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That's great.

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Okay.

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What are the next numbers we need to look for in here?

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Well, the start lifetime is going to determine how long each particle lives for.

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And you can see it's on 5 seconds at the moment.

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So these particles, while I was jabbering away, their lasted for 5 seconds and then blinked out.

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I want to have them a little bit lower than that, probably around about a second.

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So if I put it to one on start lifetime and then when I click on play, we get 1/2 where they stay alive

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one and then stop.

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But I want a little bit of variation.

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I want some of them to last a little bit longer, some to last a little bit shorter.

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So just to the right of our value here, you see the little dropdown arrow thingy.

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Click on that.

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I'm going a choice of a couple of things here.

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I'm going to choose random between two constants.

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What's that mean?

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Well, a constant is going to be a fixed number.

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So at the moment, start lifetime is seeing random between five and one.

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It's a little bit backwards.

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It's kind of between 1/2 and 5/2.

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I'm going to make this between 0.2 seconds and 1/2.

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That's fine.

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We'll see how that goes.

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Click Play.

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If you watch closely, some of the particles blink out very quickly and some last longer.

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That means there's going to be a randomness.

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Each particle will be assigned a random value from 0.2 to 1, so it could be 0.6, 0.5 or 0.8 that it

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will last for that it will stay alive for the next thing is start speed.

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So at the moment, we get this gentle kind of light coming out of our finish line.

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Let's change that as well.

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So instead of five, let's do it random between two constants to get some variation in there.

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We'll do it between five and 100 to see what happens.

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Bam!

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Okay, that's going to shoot these things off way further and way faster.

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Do I want them to go that far?

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Probably not.

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And what's really interesting is the distance that the particle effect travels is a function of its

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lifetime and its speed.

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So if something is going to go at 100 and last for 1/2, it's going to go maximum speed for maximum

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amount of time.

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So I'm going to reduce the overall variation there.

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I don't want these things going.

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Oh, so far.

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So what do I want to do?

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Reduce the speed all the time?

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Probably have them last longer.

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Sorry, last shorter.

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So 0.5 there.

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So they're not going quite as far.

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They're not living quite as long.

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There's still some of them shooting off a long way.

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So I'm going to change this to point three and maybe this to 50.

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So like I say, it's just a lot of messing around to see how things go.

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Yeah, and that looks pretty good.

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Okay.

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What do we want to look at next?

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Well, we already briefly looked at emission.

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I want to turn the emission up.

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Now that we've turned the duration down to 0.2, that means we're only going to get 0.2 of a second's

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worth of emission.

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So we're going to get 0.2 of this 100, which, if my mathematics doesn't elude me, is probably 20

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particles that are being spat out.

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So you see in there, I'm going to play and then pause very quickly.

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There's around about 20 particles being spat out.

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So if I increase this to say 500 and then go play broom, that's probably more like 100 particles getting

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sprayed out.

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Okay, so that's looking the general shape I'm after in terms of the emission.

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But speaking of shape, we can change the shape of the particles, see how they're kind of these soft,

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kind of fluffy little particle balls.

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Here, if you scroll all the way down in your particle system, click on Renderer.

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We can change in here the material that's being used, click the selector and you should have some options

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in here where you can change to the sprite default, which is a square shape.

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It's just a straight up square block.

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And I like that because it gives it a little bit more texture.

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I think when you play, it's instead of these little fairy ball things, it's a good chunky block and

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I think that fits with the style of our game.

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Okay, now I'm not super happy with the color.

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It's very snow ish in color, but when we cross over our finish line, it's red.

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So we should probably have some red in there.

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If we have a look at all the way up to the top, you see our start color.

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If we click the little select next to that, I can once again get some variation.

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I can have a gradient random between two colors rain in between two gradients.

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I'm going to choose random between two colors.

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The first color I will have I think is white to say, yeah, in the snow.

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And the second color, if I click on the white here, I'm going to change it to a red.

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So when I click on play, we should get all the colors between white and red, including a bunch of

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pinks in there saying, Kaboom, we've crossed the finishing line.

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You can play around with all these values.

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You're not going to break anything and see what happens.

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The other one I tend to play around with is noise.

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So if we click on noise, you can see that it's going to apply some sort of wobbly ness to it.

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So if I click play, you're not seeing wobbling ness yet.

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If I increase the strength.

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That's a ten.

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Click on play.

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Then you get some worldliness.

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It's hard to see when it's going so fast.

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What can we do about that?

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You see the playback speed here?

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If I put this to 0.2, that will show us.

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A little bit of that wobbly ness.

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Yeah, at that slower speed.

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What about 0.7 play?

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Okay, you know what?

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It actually looks a bit better when these things aren't going quite so crazy fast.

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Let me put this back up to one from a little bit too quick.

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I'm going to go up here now and change my start speed, probably from 5 to 50 to 5 to 25.

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We'll see how that looks.

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Well, look, okay, I'm happy with that.

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When you cross the finish line just a little bit about explosion, not too bad.

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Okay.

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So we've created one particle system here together.

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My challenge for you is to go ahead and create a second particle effect that we can trigger when the

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player crashes.

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So for now, just create the particle effect.

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We're not going to trigger it until the next lecture, pause the video, create a second particle effect.

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And when you're back, I will show you how I'll go about creating mine.

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And just a little tip.

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If you're going to want a cheat, you could go and click on this one and duplicate it, control D,

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rename it, put it in a different spot, etc. And then you could modify what we've created already.

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That's a little sneaky tip for you there if you want to do that, but there's a challenge to take that

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on.

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See you back here when you're done.

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Okay.

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So I am actually going to do my sneaky tip.

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I'm going to control D and I'm going to change this to B crash effect.

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Now it's totally in the wrong spot.

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Where do we want to trigger a particle effect?

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When we crash, we want to trigger it on the player.

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So let's go and drag out crash effect underneath Barre Bump that should open it up.

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So we have got crash effect in there and we need to crash effect.

229
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We need to set its position to 000 so that it's right on top of Barre here, maybe even pop it on top

230
00:11:52,320 --> 00:11:53,100
of his head.

231
00:11:53,100 --> 00:11:53,460
There we go.

232
00:11:53,460 --> 00:11:59,850
And you can see these little shuriken or ninja stars, if you will, to show that's us using the particle

233
00:11:59,850 --> 00:12:00,360
system.

234
00:12:00,360 --> 00:12:04,110
When I click on play, boom, that's firing out of Barry's head.

235
00:12:04,110 --> 00:12:08,520
I'd like to have it probably in front, I think rather than behind, you can do whatever you want.

236
00:12:08,520 --> 00:12:10,020
So how do we do that in front?

237
00:12:10,020 --> 00:12:13,470
Well, scroll all the way down to Renderer and find.

238
00:12:13,470 --> 00:12:14,190
Where are we?

239
00:12:14,190 --> 00:12:15,450
It's a little bit hidden in here.

240
00:12:15,480 --> 00:12:17,130
So you see order in layer.

241
00:12:17,130 --> 00:12:19,170
It's the same order and layer we've played around with before.

242
00:12:19,170 --> 00:12:22,620
I'll put this at 20 because I think Barry's currently at ten, so click on play.

243
00:12:22,650 --> 00:12:25,260
Okay, now that's in front of his face, like boom.

244
00:12:25,260 --> 00:12:29,850
So we see when he crashes, we see the particle effect more than we see him, which is fine now he's

245
00:12:29,850 --> 00:12:32,880
going to be crashing into the snow.

246
00:12:32,880 --> 00:12:34,890
So I want it to be snow sort of color.

247
00:12:34,890 --> 00:12:39,450
So click on the color, change it to Bluey kind of thing for one of them.

248
00:12:39,480 --> 00:12:40,230
See how that looks?

249
00:12:40,230 --> 00:12:40,680
Kaboom.

250
00:12:40,680 --> 00:12:43,650
When you crashes now they're a little bit too big when he smashes his head.

251
00:12:43,650 --> 00:12:44,520
I don't need them that big.

252
00:12:44,520 --> 00:12:48,360
So the other thing I didn't show you before, we can change the start size.

253
00:12:48,360 --> 00:12:50,010
So you start size is currently one.

254
00:12:50,010 --> 00:12:53,370
Let's make a start size of 0.3 and see how that feels.

255
00:12:53,370 --> 00:12:56,010
Well, okay, just little dots flying out.

256
00:12:56,010 --> 00:12:57,300
So I'm going to do a randomness here.

257
00:12:57,300 --> 00:12:58,740
Random between two constants.

258
00:12:58,740 --> 00:13:00,930
I'm going to do it from one to point three.

259
00:13:00,930 --> 00:13:03,180
I prefer to do things the other way around so I can see it logically.

260
00:13:03,180 --> 00:13:05,490
0.3 to Shall I make it one?

261
00:13:05,490 --> 00:13:07,650
I make it 0.8, I think kaboom.

262
00:13:07,680 --> 00:13:10,080
So there's some stuff that's going to spray out of his head.

263
00:13:10,080 --> 00:13:13,680
It looks a little bit too much like the other one, the finish line one.

264
00:13:13,680 --> 00:13:15,210
So we'll make it a little bit smaller.

265
00:13:15,210 --> 00:13:17,550
I don't think his brain spraying quite that far.

266
00:13:17,550 --> 00:13:25,340
So let us change the start lifetime down to point two, you know, maybe 0.1 end point to boom.

267
00:13:25,350 --> 00:13:26,670
Just a quick little crash.

268
00:13:26,670 --> 00:13:27,060
There we go.

269
00:13:27,060 --> 00:13:30,480
So I've created two particle effects, one for when we crash, kaboom.

270
00:13:30,480 --> 00:13:34,470
One for when we're on the finishing line and we cross finishing line capacity.

271
00:13:34,470 --> 00:13:38,430
We're ready in the next lecture to hook those up and to trigger them in our code.

272
00:13:38,430 --> 00:13:39,690
So I'll see you in the next lecture.

