Adding particles to VR scenes with varying properties
Do you recall the last time you attended a live concert when, at the pinnacle of a legendary song, the stage was enveloped by a blanket of white fog while you were lost in the music with your friends? Taking inspiration from the theatrical smoke often utilized in real-world concerts, we’re going to apply our recently acquired knowledge about Unity’s Particle System to create a similar effect. Our objective is to integrate a particle system into our drum scene to release fog every time a drum is hit, with the intensity of the fog corresponding to the velocity of the strike. The more frequently the drums are played, the more the fog should saturate our scene, and vice versa, thereby fully replicating the euphoric sensation of being at a genuine concert.
To achieve this objective, we need to first initialize a Particle System in our scene.
Initializing a Particle System in your VR drum scene
Follow these steps...