├── .gitignore ├── .vscode └── settings.json ├── Assets ├── AttractorMaterial.mat ├── AttractorMaterial.mat.meta ├── ExampleScene.unity ├── ExampleScene.unity.meta ├── Main Camera Profile.asset ├── Main Camera Profile.asset.meta ├── ParticleFlow.cs ├── ParticleFlow.cs.meta ├── glow.mat └── glow.mat.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | 3 | /[Ll]ibrary/ 4 | /[Tt]emp/ 5 | /[Oo]bj/ 6 | /[Bb]uild/ 7 | /[Bb]uilds/ 8 | /[Ll]ogs/ 9 | 10 | # Never ignore Asset meta data 11 | !/[Aa]ssets/**/*.meta 12 | 13 | # Uncomment this line if you wish to ignore the asset store tools plugin 14 | # /[Aa]ssets/AssetStoreTools* 15 | 16 | # TextMesh Pro files 17 | [Aa]ssets/TextMesh*Pro/ 18 | 19 | # Visual Studio cache directory 20 | .vs/ 21 | 22 | # Gradle cache directory 23 | .gradle/ 24 | 25 | # Autogenerated VS/MD/Consulo solution and project files 26 | ExportedObj/ 27 | .consulo/ 28 | *.csproj 29 | *.unityproj 30 | *.sln 31 | *.suo 32 | *.tmp 33 | *.user 34 | *.userprefs 35 | *.pidb 36 | *.booproj 37 | *.svd 38 | *.pdb 39 | *.mdb 40 | *.opendb 41 | *.VC.db 42 | 43 | # Unity3D generated meta files 44 | *.pidb.meta 45 | *.pdb.meta 46 | *.mdb.meta 47 | 48 | # Unity3D generated file on crash reports 49 | sysinfo.txt 50 | 51 | # Builds 52 | *.apk 53 | *.unitypackage 54 | 55 | # Crashlytics generated file 56 | 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assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ParticleFlow.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public enum FieldType { 6 | Electric, 7 | Gravity, 8 | SimpleAttractor, 9 | Vortex, 10 | Airflow 11 | } 12 | public class ParticleFlow : MonoBehaviour { 13 | 14 | public FieldType FieldType; 15 | public Gradient ParticleColourGradient; 16 | public float ForceMultiplier = 1.0f; 17 | public int NumAttractors = 5; 18 | public GameObject AttractorObj; 19 | 20 | private GameObject[] attractors; 21 | private float g = 1f; 22 | private float mass = 2f; 23 | private ParticleSystem ps; 24 | 25 | // Use this for initialization 26 | void Start() 27 | { 28 | initAttractors(); 29 | ps = GetComponent(); 30 | } 31 | 32 | void Update() 33 | { 34 | // add variation to particle colour 35 | ParticleSystem.MainModule main = GetComponent().main; 36 | main.startColor = ParticleColourGradient.Evaluate(Random.Range(0f, 1f)); 37 | } 38 | 39 | void LateUpdate() 40 | { 41 | //put particles of the system into array & update them to gravity algorithm 42 | ParticleSystem.Particle[] particles = new ParticleSystem.Particle[ps.particleCount]; 43 | ps.GetParticles(particles); 44 | 45 | for (int i = 0; i < particles.Length; i++) 46 | { 47 | ParticleSystem.Particle p = particles[i]; 48 | Vector3 particleWorldPosition; 49 | if (ps.main.simulationSpace == ParticleSystemSimulationSpace.Local) 50 | { 51 | particleWorldPosition = transform.TransformPoint(p.position); 52 | } 53 | else if (ps.main.simulationSpace == ParticleSystemSimulationSpace.Custom) 54 | { 55 | particleWorldPosition = ps.main.customSimulationSpace.TransformPoint(p.position); 56 | } 57 | else 58 | { 59 | particleWorldPosition = p.position; 60 | } 61 | 62 | Vector3 totalForce; 63 | 64 | switch(FieldType) 65 | { 66 | case FieldType.SimpleAttractor: 67 | totalForce = applySimple(particleWorldPosition); 68 | break; 69 | case FieldType.Gravity: 70 | totalForce = applyGravity(particleWorldPosition); 71 | break; 72 | case FieldType.Electric: 73 | totalForce = applyElectric(p); 74 | break; 75 | case FieldType.Vortex: 76 | totalForce = applyVortex(p); 77 | break; 78 | case FieldType.Airflow: 79 | totalForce = applyAirFlow(particleWorldPosition); 80 | break; 81 | default: 82 | totalForce = applySimple(particleWorldPosition); 83 | break; 84 | } 85 | 86 | if (FieldType == FieldType.Gravity) 87 | { 88 | p.velocity += totalForce; //visualise acceleration 89 | } 90 | else 91 | { 92 | p.velocity = totalForce; //visualise velocity 93 | } 94 | 95 | particles[i] = p; 96 | } 97 | ps.SetParticles(particles, particles.Length); //set updated particles into the system 98 | } 99 | 100 | // potential flow https://github.com/arkaragian/Fluid-Field/blob/master/field.js 101 | Vector3 applyAirFlow(Vector3 particleWorldPosition) 102 | { 103 | Vector3 direction = (Vector3.back * 10); 104 | float distance = float.MaxValue; // used to find closest attractor 105 | float maxDistance = 20f; 106 | float fieldStrength = 10f; 107 | 108 | foreach(GameObject a in attractors) 109 | { 110 | distance = Vector3.Distance(particleWorldPosition, a.transform.position); 111 | if (distance < maxDistance) 112 | { 113 | float dx = particleWorldPosition.x - a.transform.position.x; 114 | float dz = particleWorldPosition.z - a.transform.position.z; 115 | 116 | float angle = Mathf.Atan2(dz, dx); 117 | float ux = (fieldStrength / distance) * Mathf.Cos(angle); 118 | float uz = (fieldStrength / distance) * Mathf.Sin(angle); 119 | 120 | float falloff = ((maxDistance - distance) / distance); 121 | direction = direction + new Vector3(ux, 0, uz) * falloff ; 122 | } 123 | 124 | } 125 | Vector3 totalForce = direction * ForceMultiplier * Time.deltaTime; 126 | return totalForce; 127 | } 128 | Vector3 applySimple(Vector3 particleWorldPosition) 129 | { 130 | Vector3 direction = Vector3.zero; 131 | float distance = float.MaxValue; // used to find closest attractor 132 | 133 | foreach(GameObject a in attractors) 134 | { 135 | if (Vector3.Distance(particleWorldPosition, a.transform.position) < distance) 136 | { 137 | distance = Vector3.Distance(particleWorldPosition, a.transform.position); 138 | direction = (a.transform.position - particleWorldPosition).normalized; 139 | } 140 | 141 | } 142 | Vector3 totalForce = ((direction) * ForceMultiplier) * Time.deltaTime; 143 | return totalForce; 144 | } 145 | /* 146 | * algo from: https://gamedevelopment.tutsplus.com/tutorials/adding-turbulence-to-a-particle-system--gamedev-13332 147 | */ 148 | Vector3 applyVortex(ParticleSystem.Particle p) 149 | { 150 | float distanceX = float.MaxValue; 151 | float distanceY = float.MaxValue; 152 | float distanceZ = float.MaxValue; 153 | float distance = float.MaxValue; 154 | 155 | Vector3 direction = Vector3.zero; 156 | foreach(GameObject a in attractors) 157 | { 158 | if(Vector3.Distance(p.position,a.transform.position) < distance) 159 | { 160 | distanceX = (p.position.x - a.transform.position.x); 161 | distanceY = (p.position.y - a.transform.position.y); 162 | distanceZ = (p.position.z - a.transform.position.z); 163 | distance = Vector3.Distance(p.position, a.transform.position); 164 | } 165 | 166 | direction += (a.transform.position - p.position).normalized; 167 | } 168 | 169 | float vortexScale = 10.0f; 170 | float vortexSpeed = 10.0f; 171 | float factor = 1 / (1 + (distanceX * distanceX + distanceZ * distanceZ)/ vortexScale); 172 | 173 | float vx = distanceX * vortexSpeed * factor; 174 | //float vy = distanceY * vortexSpeed * factor; 175 | float vz = distanceZ * vortexSpeed * factor; 176 | 177 | Vector3 totalForce = Quaternion.AngleAxis(90, Vector3.up) * new Vector3(vx, 0, vz) * ForceMultiplier + (direction); 178 | return totalForce; 179 | } 180 | Vector3 applyGravity(Vector3 particleWorldPosition) 181 | { 182 | Vector3 direction = Vector3.zero; 183 | Vector3 totalForce = Vector3.zero; 184 | foreach(GameObject a in attractors) 185 | { 186 | direction = (a.transform.position - particleWorldPosition).normalized; 187 | float magnitude = direction.magnitude; 188 | Mathf.Clamp(magnitude, 5.0f, 10.0f); //eliminate extreme result for very close or very far objects 189 | 190 | float gforce = (g * mass * mass) / direction.magnitude * direction.magnitude; 191 | totalForce += ((direction) * gforce) * Time.deltaTime; 192 | } 193 | 194 | totalForce = totalForce * ForceMultiplier; 195 | return totalForce; 196 | } 197 | 198 | Vector3 applyElectric(ParticleSystem.Particle p) 199 | { 200 | Vector3 totalForce = Vector3.zero; 201 | Vector3 force = Vector3.zero; 202 | int i = 0; 203 | foreach(GameObject a in attractors) 204 | { 205 | float dist = Vector3.Distance(p.position, a.transform.position) * 100000; 206 | float fieldMag = 99999 / dist * dist; 207 | Mathf.Clamp(fieldMag, 0.0f, 5.0f); 208 | 209 | //alternate postive and 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m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # particle-attractor 2 | 3 | Particle attractor for unity. 4 | Contains these fields: 5 | - electric 6 | - gravitational 7 | - airflow 8 | - vortex 9 | - simple attractor 10 | 11 | 12 | Drag script into any particle system as a component 13 | 14 | Demo: 15 | 16 | 17 | --------------------------------------------------------------------------------