Particles & trails · 3 / 10
Ribbon / Trail Renderer
点列を帯にして剣閃やレーザーの残光を描く。
Compare in motion
Interactive demo
剣の軌跡
AReference
軌跡を残さない剣
BRibbon / Trail Renderer100%
点列が連続した剣閃になる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 過去の点を帯で結ぶ → 後ろに残光が残る。
A small visual example of a game use case. Games combine these techniques with assets and other effects.
Read the storyboard
例: 剣の軌跡
1. Start
刃が動き始める
2. Change
過去の点を帯で結ぶ
3. Result
後ろに残光が残る
How it works
1. Input
過去の点列
2. Process
点列の左右に頂点を置く
3. Result
連続する帯
Further reading
Unity Particle System Renderer ↗A general reference for this subcategory.