Splash Particle System

How Splash Particles Work

Anytime an object collider or player collider enters a FloatVolume, a splash is triggered.

Splash intensity is calculated from the Velocity of the Rigidbody and the Mass of the Rigidbody that enters the water.

Based on the intensity of the splash and the bounding box of the object collider, the emission radius, the number of particles emitted, and the size of particles will change.

The number of particles specified in the burst emission will be the Maximum possible particle emissions.

There is a SplashParticleFX script within the Aquafloat Controller object. This is the Default splash effect.

You can alter that splash effect or create your own splash particle effects and assign them on a per FloatVolume basis.

If you want to make your own, currently all particle systems are assumed to have a single emission burst and the emission to have a radius property (like a cone)

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