![]() ![]() On the left is default shuriken where you can see the emission is even between each particle while on the right particle playgrounds seems to occasionally stutter. One other thing to note is that we are on the Unity 5 beta which wouldn't surprise me if that was the issue. I think it's likely there is a setting i'm overlooking and wanted to see if you could point me in the right direction. At first I thought it was related to the performance of my machine but after testing on another machine it doesn't seem to be the case. ![]() While creating a few different spell effects (fireballs, ice bolts, etc) I noticed that the emission rate isn't completely uniform. I have one question I'm wondering if you could help us with. I particularly love using the state source for creating cool rune effects using a image as the source. Thanks for creating particle playground! We are currently using the tool in a professional environment and it's allowed us to create all sorts of really great effect very quickly. I'd imagine this technique would come in handy when making detailed explosion patterns.ħ) And finally Time Scale (!) with ability to seamlessly change simulation speed and pause:Īlso don't miss the holidays discount if Playground is something for you. There's also a Spherical Linear method, which lets you distribute the effect along the particle array, this can be useful if you'd like to have a linear sequence as such:Įffect is using Source Scatter with Method: Spherical Linear, Lifetime Sorting: Linear and Color Method: Particle Array to linearly distribute all scatter over the lifetime cycle. ![]() This was implemented for a specific project where the client needed to grab screenshots from the web and turn them into particles, thought there might be more out there in need of that.Ħ) Spherical minimum to maximum range method (applicable to scatter and initial velocity): No more need to take the Snapshot approach.ģ) Another thing is you'll be able to compress the lifetime emission pattern (regarding specific request):Ĥ) Mask sorting, to change the appearance pattern when applying a mask:ĥ) State target Manipulator, targets a texture or "static" mesh within the scene:Ĭhroma Key to States is also introduced with ability to filter out a specified color (good for non-alpha textures). ![]() Thanks to for requesting the type of visual effect, no longer need to go through a hacked State for this type of otherwise straightforward setup.Ģ) There's been a handful support errands asking for prewarming features, so here's a little teaser of what will be possible in next version (time scrub and resolution): To prepare any interested on the forthcoming, here's some frequently requested features implemented during 2.2 dev cycle:ġ) Several Transforms as Source, can do some neat visual things together with Overflow Offset for instance: Particles.name = particles.name + "_" + this.name + "_" + įloatactualParticleSize = requestedParticleSize * 2.0f Ĭlick to expand.Splendid! I'm just about to wrap up for the beta round. Particles = particleobjasPlaygroundParticlesC Objectparticleobj = Instantiate(particlesPrefab) Pseudo-code for doing this using a prefab with an enabled Emitter set to single shot. Oh, and make sure anything you've cached internally represents the values I've set on your component a moment ago?" Is there any way to say "hey particle system, do a one shot emit of your full particle count right now. I've tried various permutations of disabling emit, disabling the game object, emitting in various ways through code, with basically the same results. The code below is only the size altering part of the particle behaviour, but I can confirm that if I do what follows, with a one-shot emitter, about 20% of the time particles are emitted at the size they're specified in the prefab, and about another 20% they aren't emitted at all. Basially, I have a single prefab, on which I want to set a few parameters (particle size, ramps, etc), then call a one-shot emit. I'm still using ParticlePlayground for various swarming emitters in our game, and I'm having difficulties instantiating single-shot particlePlayground emitters, and getting them to actually emit the correct thing. ![]()
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