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Question by pickledzebra · Jan 03, 2011 at 11:10 PM · meshrenderertrailpersistent

"Freeze" trail renderer?

I'm curious if it's possible to create a persistent gameobject/mesh out of the Trail Renderer?

Imagine we've got Iceman flying/ice-skimming along and we want to create this frozen trail of ice behind him - would it be sensible to use the Trail Renderer?

(my question has nothing to do with Iceman. It just fits the question perfectly.)

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Answer by yoyo · Jan 04, 2011 at 07:26 AM

Trail Renderer could work, but Eric5h5's nice Vectrosity package is easier to control and may give you better results.

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avatar image pickledzebra · Jan 04, 2011 at 02:02 PM 0
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Thanks for the pointer! None of the demo's looks quite like what I'm looking for, but I'm guessing the functionality in the package may be able to.

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Answer by NinjaSquirrel · Jan 04, 2011 at 12:34 AM

Maybe try every second or so (depending on the speed of the object) have it load a prefab (your trail), then use raycasting (maybe?) to align the "trail" head with the end of the object creating the trail. Finally, have it delete the trail after a set amount of seconds.

...or you could use a particle system.

Hope that helps.

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avatar image pickledzebra · Jan 04, 2011 at 02:00 PM 0
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Thanks for the response! I think this would work but might be a bit complicated for this noob.

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Answer by PrimeDerektive · Jan 04, 2011 at 02:39 AM

I think a trail renderer would achieve what you're looking for; by tweaking the width and time vars of the TrailRenderer component you can pretty much nail the silver surfer thing.

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avatar image pickledzebra · Jan 04, 2011 at 02:02 PM 0
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Thanks so much for the response. I may try this after I see if the vectrosity package can do what I'm looking for.

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Answer by JPhilipp · Aug 02, 2019 at 09:49 AM

It's years later, and TrailRenderer now supports BakeMesh.

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