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Over the next series of exercises, you'll create a school of fish from a single fish object. Then you'll apply an Attracted To behavior to the fish so that they follow an object around the screen. Opening the Fish School ProjectFirst, let's open the 6-4 Fish School project, located in the Lesson_06 folder.
Creating Particles from the Selected ObjectParticles don't necessarily have to spray, sparkle, explode, or continually flow out of the emitter. You can set the initial number of particles and limit the Birth Rate parameter so that new particles are not born every second. That way, you have the benefit of turning one object into many, without a steady flow of new particles. This technique is commonly used for emulating naturefor creating a flock of birds, leaves on a tree, or even a school of fish, for example. In this part of the exercise, your goal is to create a school of fish. A school of fish is not a shower of fish or an explosion of fish. Therefore, the creatures shouldn't be sprayed out of the emitter like the AquaBall particles were. Instead, you'll modify the emitter parameters to start with an initial number of fish. You'll also need to control the fish population in this exercise by setting the Birth Rate to 0. Let's try it.
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