Spray atomization is a complex process.
Sprays are generally poly-dispersed and have multiple levels of break up. Not only do droplets incur drag ( appropriate to their size) but they also have a collective wind current effect due to the large number of individual particles traveling co-flow. Earlier in the research of this project, I discovered that trying to model this project realistically is unlikely. The best approach would be to make some thing that can be approximate and intriguing enough to appeal to a unfamiliar user.
It is pretty interesting seeing the various shapes develop and it is satisfying moving them around. Giving the user the equivalent of a Coulombic ball pit provides a means to establish interest in an otherwise dry area. Something that could be done in future work is to better connect the Particle area to the Particle based spray (and then to the VFX spray) to truly transition the users understanding of how the use of ions adjust the particles flight path.
Due to the locomotion bug, but also trying to avoid restarting each time it occurred led to me developing a stable technique. Whenever the bug was getting particularly hard to avoid, but you just had to make that super large cluster of ions...simply learn out to crab walk (or McHammer shuffle...whichever you prefer.)
There is something odd about how you can drop a pot on some ions to scatter them everywhere, only to find yourself now floating on top of a moving pair. This breaks immersion, but it is fun at the same time.