Dave Sparrow asked me to look into replacing the 2D image (billboard) in the particle system with a mesh. This was so that a destruction effect for enemies could be created in our major game project Natz'n'Boltz.
I started off by looking into mesh particle emitters, as this is the first thing that came up through Google. I soon realised though, that it was not the emitter component that I need worry about, but in fact the renderer component.
It is a simple matter of changing the render mode of the particle renderer component from billboard to mesh.
This however, is not an option included in the Legacy particle system in Unity, although a third party script has been created, (and generously distributed), to enable this option. The explantion for this script can be found here, and the download here.
Changing the render mode is an option in the Shuriken particle system, and can be found in the renderer channel in the inspector.
I started off by looking into mesh particle emitters, as this is the first thing that came up through Google. I soon realised though, that it was not the emitter component that I need worry about, but in fact the renderer component.
It is a simple matter of changing the render mode of the particle renderer component from billboard to mesh.
This however, is not an option included in the Legacy particle system in Unity, although a third party script has been created, (and generously distributed), to enable this option. The explantion for this script can be found here, and the download here.
Changing the render mode is an option in the Shuriken particle system, and can be found in the renderer channel in the inspector.
NB: Do not confuse the particle renderer component with the particle emitter component. The emitter component determines the area from which the particles originate, while the renderer component determines what the particles look like. Thus, it is the renderer component that is required to change a 2D image (default) into a 3D mesh.