5/31/2023 0 Comments Unity particle playground![]() More updates will come in this area to further optimise and improve their functionality. The trails are now making use of a pool to remain more efficient, you can now also set the layer from the Inspector. You can now specify the quantity of emitted particles on Event Targets as well as spreading their velocity using spherical or minimum to maximum Vector3 values. By default a new seed will be generated when the particle system launches, but if you disable Random Seed On Enable you will get a predictable outcome of the Source Scatter, velocities, rotations and lifetime values. The randomly generated values within a particle system now uses a seed which can be manually set in Advanced > Seed. The export issue seen in version 3.0.3 of preset packages is also taken care of. In here you can create, rename and remove categories as well as select multiple presets to move, remove or publish them. You can now manage particle system presets and their categories in Window > Particle Playground > Presets > "Manage Presets". This is the first step of many to align and then improve upon Shuriken with Unity's recent additions, definitely more to come! Also including support for separate rotation axes (3d rotations), this is only available in Unity 5.5 due to a Unity bug in 5.3 and 5.4 where a particle's 3d rotation wouldn't apply through script on X and Y axis. This regards any thrown exceptions and warnings, Editor GUI issues and broken features. This is a performance improvement which benefits all particle system setups on all platforms which has ability to run on several CPUs. The multithreading aggregation has been improved to not allocate fresh memory over calculation calls. Here is a first step aiming to get Playground back on track and keep up with the great additions made to Shuriken. I know 2016 has been a year of waiting for many of you, and I want to express my gratitude for the level of humble understanding many of you have shown, even though I barely couldn't deliver anything back to the community during last year. In addition to pre-configured prefabs, you’ll also find third party frameworks and tools for creating the perfect particle symphony.Before I answer any of your questions I just want to announce that Particle Playground 3.1 is finally available. It’s stocked with ready-to-use particle systems capable of simulating almost any effect you need, designed by some of the best artists and technical directors in the industry. You don’t have to be a particle systems scientist to get it right, because there are thousands of top-notch particle effects in the Asset Store. A solid particle system is a well-balanced cocktail combining beautiful artwork, masterfully tuned sets of behavioral properties and platform+performance considerations. It’s great fun to experiment with making particle systems from scratch, but it can also be time consuming and tricky to get just right. Should the particles be 2D textures or mesh? Should they face a specific camera? How quickly are they emitted, for how long, with what velocity? Do they change color, size, or opacity over time? Do they bounce off colliders? Do the particles fizzle and pop, then emit child particles? ![]() Many decisions need to be made in creating the perfect particle system. ![]() At the core of a particle system is a gameobject with a particle emitter, a controller that allows you to design, configure, and control the particle effect.
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