Today is the big day! There are some things to do.

I needed to disable the attraction for players closing their hands, which meant I had to create a scaler for the attraction radius and then animate that scaler to 0 when the hand state is closed. I realized that since the attraction radius scaler was exposed on my player constructor, my animator controller actually needed to be on the overall player prefab game object, not in its VFX graph child. That meant recreating my initialize particles animation again. Oh well.

Getting the animator to work took some debugging. I just don’t work with animations enough in Unity.

With the event only a few hours away, I definitely feel the pressure. I pushed through and got it working!

I decided to delay the initialization of a new player’s particles to until they have their hands open. This way, new people who walk up to the experience don’t start moving around particles with closed hands.


Tags: unity vfx animation debugging gamedev particles