All right.
So far, we have created a game which does most of the things that we need, but we can improve it a
lot by adding some effects whenever we collect a crystal.
So what I want to have is an effect whenever we run through crystal and get it.
So a little particle effect.
And in order to get a particle effect, we can create a new particle effect.
So let's click right click into the hierarchy view, then go to Effects and let's add a particle system.
So now this particle system here will be.
Added.
So let's see where it is.
Let's go to our sea view.
There it is.
And it's somewhere at the bottom there.
So let's reposition it.
Reset to zero zero.
So now it's inside of our player.
So maybe we should move it over to.
Our crystal.
So I'm going to change it and move it into our crystal now.
So the crystal is at 0.5.
I know that then the exposition should be about right and the Z position as well.
So we're about right.
It's not the perfect position.
You can play around with it and see where globally you're.
Crystallize and then set it up there.
So what this does is, as you can see, it emits particles and it constantly shoots them, as you can
see.
And actually, I changed the Y rotation.
Now let's go back and set that to zero.
Now you can see it shoots those effects out and one could think that they are 3D, but actually they
are 2D because what what they do is they simply show this 2D image following the camera.
So based on how the camera looks, they will show this 2D picture.
Now, my PC is laggy and it's lagging a little bit because effects really can decrease your performance.
And you can find out more about this when you go to the renderer in the inspector and you can find it
that it is a billboard.
So this.
Particle.
Here is a billboard and if you want to know more about it, you can open up the material.
So the default material and you find out that it's just this 2D image here.
So that's the effect that we currently see all the time in here.
Now, the cool thing is we can go ahead to our particle system and then we can change the start color.
So you can see the start color is white and we could use any color we want so we could make it red,
we could make it purple, you could make it yellow, whatever you want.
And I'm just going to use a color which we have inside of our crystal.
So that's one of the colors that we have.
And what I want to have is not only one color but a random between two colors.
So if I do that, I press right click here running between two colors.
Now I can choose.
A different colour and they will be random in between those two.
So I'm gonna choose this blue colour and now you can see there will be blue, purple, red ish.
So they will jump around between those two colours.
Now the cool thing is that we can change the emission of that particle system as well.
So as you can see now, it's constantly creating those particles and we can change that by example.
We can add a burst to it.
So let's add a burst.
And what we can do now is we can say how many bursts we want to have, how many cycles we want to have,
and so forth.
And also the interval.
I don't want them to be to have a rate over time.
So I'm going to set that to zero.
As you can see now, things changed quite a bit and it will be like a burst coming all out at the same
time with a specific duration.
So they have a lifetime of 5 seconds and I want to reduce that to 2 seconds, for example.
So now it will only be there for 2 seconds and then they will disappear.
So they have a duration of 2 seconds, but they still have a lifetime of 5 seconds.
So let's change that to, let's say 1/2.
So as you can see, it bursts and then the particles disappear.
What we, by the way, can change is maybe the X rotation to -90 and then we'll go up.
So now they will always burst up.
Then they will disappear, boom, and disappear.
Now what it does, what this particle system does here is, well, they disappear at one point, so
it doesn't look that great.
Right.
We can change that.
And as well, we can change the form in which it comes out.
So the shape, as you can see, there is a shape and the shape currently is a cone.
But we can change that to, for example, a sphere.
So if we want them to be created within a sphere, we can do that and we can also resize it.
So let's change the size a little bit.
Let's bring it down to like this size.
So it will come from this little sphere here in the center, and then it will create those bursts of
emissions on those particles.
But that's not the only thing we can change.
We can change the shape, we can change the radius and so on.
But what I want to change as well is that it doesn't disappear straight away, but it fades away and
we can do that with colour over lifetime.
So currently.
It just has this empty color.
So let's activate it.
And now it's just white.
So let's double click here and then the gradient editor opens.
And what you can do here now is so click on this little button over here or this little piece over here,
and then let's change the Alpha to zero.
So you can see that it will go now from having 250 504 to 0 Alpha over time.
So let's simulate it.
And as you can see now, it fades away step by step.
Now I can go ahead and change the particle system even further.
You can, for example, change the size over lifetime.
So if we would want it to get bigger over lifetime or we could go from big to small, or we could go
from small to big as you like, you can play around with the values here.
It could start off and then it would change over time.
So there are multiple different versions that you can use for size of a lifetime, but I'm just going
to deactivate that.
And of course you can play around with all of those things here.
For example, also the noise.
You can have a noise.
As you can see now, it floats into different directions.
It's not so easy to see here because it's a bit laggy, but other than that, you can change the noise
here.
For example, you can change the strength so that the noise is not as strong.
So now it looks a little bit like there is a wind which floats randomly and changes to particle system.
Next, let's randomize some of the things.
So for now we have a start lifetime of 1/2.
Maybe we should reduce that to 0.5 seconds so that it doesn't go as far.
Then we can change the start size.
We could go ahead and use a random between two constants so the size could be between 0.1 and 0.5,
for example.
So now it's a bit smaller.
They're a bit well, a bit more controlled.
Then it start speed.
We could even do that.
We can even change the start speed a little bit random between two constants.
So let's go here between 1.5 and two.
So now the speed is randomized of those particles.
So you can see you can randomize many things here.
It's a lot about playing around and seeing what you like, what looks best for you.
So maybe point two and point four would be a better choice.
So the idea behind it is that you find something that looks great and just does the job and that you
really like.
Now let's set the lifetime random as well.
So random between two constants for the lifetime.
And let's go to 1.5 to 2 seconds.
Let's see how that looks.
Maybe it's a bit too big, so go 0.5 and one.
So now we all have a lifetime, which is random for each particle.
You could even go ahead and create your very own effects so you can simply create a your own billboard.
Or you can yeah, you can simply use an own image that you have here.
So as you can see, it's just a 64 times 64, 32 bit default particle, which is just a file, and you
could create a circle yourself and yeah, you can set it up as you like.
All right.
So now let's save that particle system and let's rename it first and call it crystal effect.
Now let's drag that into our prefabs.
So let's drag the crystal effect into our preset prefabs.
Now, we can get rid of that crystal effect because we have it as an as a prefab.
So let's delete that.
And now let's go into the character script.
So here character and.
Chart controller and create a public game object crystal effect.
Well, let's save that.
Now, let's set that into our character.
So after a couple of seconds, we should see that here, the crystal.
Affect.
That we are.
Crystal effect.
Let's go to assets prefabs, which is our character again and drag the crystal effect in there.
Now let's go back to our script.
And set that up.
So when do we want the crystal effect to be shown?
Well, whenever we collide or whenever Trigger Enter is called.
So whenever we hit a crystal.
So the means within this if statement, we want to go ahead and create a game object called G and instantiate
that.
And what do we want to instantiate?
Well, we want to instantiate our crystal effect game object.
And where do we want to instantiate it at transform dot position.
So at the position of our player and as the criterion, we just set up criterion dot identity.
So no rotation.
Then we destroy that game object g after a lifetime of 2 seconds.
So we just say you live for 2 seconds and then that's enough.
And now we of course may not forget to destroy our crystal itself.
And we do that here at the bottom.
So we create our crystal effect at the feet of our player.
Then we destroy it after a couple of seconds of the 2 seconds, to be precise, and then we destroy
the crystal as well.
We don't do that after 2 seconds, we do it straight away.
So now let's save that script and let's go into our game and let's have a look what happens.
So now let's press enter.
And as you can see, there is this crystal effect which does what it should.
Maybe it's a bit too big, but whatever you could change it and well, change it to your pleasing or
to your liking.
What we could, of course, do is start the particle effect, not at the feet of our player, which
happens now, but at the centre of our player.
So it could be at the chest of our player.
And what was it, the chest of our player?
Well, our race start.
Game object.
So we could do that.
Let's have a look at how and here we don't do the transform position, but we check the.
Ray start transform positions.
So let's go to ray start dot transform dot position.
And actually it was called like that.
So now let's see what happens.
Let's go to our character and.
It has a started already.
That's perfect.
So now let's have a look.
And you can see now it comes from roughly the chest.
So the center body or center point of our player.
Great.
So that about effects.
Of course, you can play around with effects.
You can check out every single detail of these effect settings and play around with them.
And then you will see that there is plenty to do.
And in the end, it's all about how it fits into your game.
In the next video, we will have a look at it.
Setting up background music for our game.