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Glitter Rare item effect [Unity / Particle System]

Authors
  • Evelyn
    Full-time IndieDev.
    I'm Japanese, so please forgive me if my English is strange.

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Welcome to Evelyn GameDev Blog!! In this article, together we'll use Unity's Particle System to create effects that will make in-game items look more attractive!

If you read all the way to the end, you will end up with an effect like the one in the image below.

It is also explained in a Youtube video, so please check the video as well if the text information is not sufficient in some areas. If you like it, please subscribe to my channel.

Let's get started!!

Table of Contents

import image files

The first step is to download the necessary image files. Please click on the link below to proceed with the download.

You can download them for free, but if you are a very kind soul, a little tip would be appreciated.

Download links for image files

Enter your email address and name, and click the Check out button.

You will be able to download the image file and save it to a location of your choice.

Import the downloaded image file by dragging and dropping it into your Unity project.

Create an Image for the UI and display the image of the treasure chest in the center of the screen.

Set the Render Mode of the Canvas to Screen Space - Camera.

Furthermore, by assigning Main Camera to Render Camera, the particle system on the UI will be reflected in the camera.

Set the background of the camera to black so that you can easily see the effect.

Now the images is ready.

create materials

Next, let's create materials.

Create materials for the three images you have imported. Select Mobile > Particles > Alpha Blended for all shaders.

create effects

Now it is time to create the effect.

Right-click on the game object that displays the treasure chest image, and create a Particle System as a child element.

Then change the following parts of the main module

  • Start Lifetime: 1
  • Start Speed: 0
  • Start Size: 4

After that, change the Rate over Time of Emission to 1.

Then turn off Shape and enable Size over Lifetime to draw a curve like the image.

Change the Renderer's Material to Rainbow, and the first Particle System is complete.

Copy the Particle System that you just created and paste it as a child element.

Change the Start Size to 5.

I changed the Renderer's Material to Ring, and the second Particle System was created.

You can see that a circular line has been added to the center circle.

Create a new Particle System as a child element of the first Particle System created.

Then change the following parameters in the main module

  • Start Lifetime: 5
  • Start Speed: 0
  • Start Size: 2 ~ 5
  • Start Rotation: -360 ~ 360

In addition, make the following changes

  • Shape: off
  • Size over Lifetime: larger on the left, smaller on the right
  • angular velocity of Rotation over Lifetime: -360 ~ 360

Then change the material to Twinkle.

Finally, we will create the final Particle System.

Then change the following parameters in the main module

  • Start Lifetime: 0.5
  • Start Speed: 2
  • Start Size: 0.3 ~ 0.8
  • Start Rotation: 0 ~ 360

In addition, the following changes will be added.

  • Rate over Time of Emission: 100
  • Shape: Sphere

Then enable Size over Lifetime and change the values so that the values on the left are larger and the values on the right are smaller.

Finally, change the Renderer material to Twinkle.

This completes the process.

Summary of this article

After working up to this point, you should see something like the following.

Items are the elements that fill the user's heart in a game, so you want to make sure that rare items look especially attractive.

Thank you for reading to the end. I hope I've contributed to your game development life.

Please share this article if you like!