I've created a basic casting system where I can cast a spell on a target. When I cast a spell it instantiates a particle effect, and on every update it uses Vector3.MoveTowards to move towards its target.
The problem I'm having is figuring out the best approach to handle instantiating a separate particle effect when the spell impacts its targets.
So, in short, what I want to do is:
1) User casts spell
2) Spell moves towards target
3) Once spell reaches target the spell particle effect is destroyed, and a blood 'spew' particle effect is emitted from where the particle collided with the target object.
Anyone have any advice on how best to approach this?
Thanks!
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