I have one goal as I open up Unity before bed, hoping and praying my boss gives me the OK to skip out on work tomorrow—get something done tonight.

The first thing I wanted to do was lerp the secondary attractor between the sphere body position and hand position using an animated slider.

Obviously not what I’m going for, but it’s progress. I want the particles to smoothly draw back into the hand as if they’re being sucked into a vacuum hose. To get this right, I think I’ll build a small test scene where I can animate the whole effect at once with a single slider. What’s missing from the animation workflow I’m using is the ability to scrub back and forth. Particles need time to respawn whenever the values change, and scrubbing the animation view with my mouse doesn’t accurately show how stuff should look since the particles spawn constantly according to their current settings. I think one thing that would help is to slow the whole animation down.


Stick distance is what I can use to keep the particles orderly when they return to the hand. The good news is that I can set stick force to a high number and unless stick distance > 0, it seems to have no effect.

Stick distance is key to unlocking the vacuum effect

That’s enough for tonight.


Tags: unity ar vfx animation programming physics workflow