There was only one simple solution and I’d avoided it for too long. Duplicate the particle system, then make one system attracted to the individual player and the other to the shared group mesh.

I seem to have an issue with scaling when there’s more than two players.

Note to self: IF YOU HAVE A PLAYER ISSUE, CHECK FOR DUPLICATE PLAYER IDS. Made this mistake several times yesterday as well lol.

Here’s a clip of me and my mom trying to separate our energy balls (it’s tough to separate when you love each other so much (and the space is really small)).

I’m satisfied with the particle physics now. Time to move on.


Tags: gamedev unity vfx particles physics multiplayer debugging