Zibra Liquids Basics. Tutorial 3. How to use emitters?

If you need some help getting acquainted with Zibra Liquids, we prepared a special basic tutorial series for the Unity Version of Zibra Liquids. It consists of 11 videos – you can watch them here or follow our text tutorials. 

The third tutorial explains how to use emitters. Emitters are the objects that spawn liquid and are essential for creating engaging liquid visuals and game mechanics in Zibra Liquids. 

Step-by-step guide:

Step 1. Place the Zibra Liquid Emitter in your scene. To do that, right-click on the liquid object in the hierarchy, and select Zibra -> Zibra Liquid Emitter. After that, you should be able to see your emitter in the Manipulator list inside the liquid object’s inspector. If you right-clicked on something other than liquid, you’ll need to manually add the emitter to that list.

Step 2. Now, configure the emitter’s Size and Initial Velocity. The box will show you the bounds of the emitter and the arrow will show the initial speed with which it will be spawned. A longer arrow means more initial speed. 

Step 3. Adjust Volume per Sim time parameter. This parameter defines the amount of liquid that is emitted per unit of Simulation Time.

Step 4. Start the play mode and check the result. You can also adjust the Initial Velocity and Volume per Sim Time to regulate liquid flow in real-time.

 

System requirements: 

  • Editor platforms: PC (DX11/DX12, x86 and x64), macOS(Metal, x64 and arm64) For M1 Mac users, the M1 native version of Unity Editor is strongly recommended.
  • Unity version: 2019.4 or later (use the latest feature update)
  • Supported Render Pipelines: SRP, URP, HDRP
  • URP: 7.5 or later
  • HDRP: 7.x or later