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If that's the case you could use that fact to have greater control over particle colors and could for example make the particle manipulators effect the colors of the particles too. I also have a suggestion, since your particle playground pools and reuses particles for performance am I right in thinking that there is very low overhead for example deleting a particle at a particular location and then replacing it with a different colored particle. Can it convert them at runtime or does it expect the images to have been converted first into a special format and how fast can it do that ? I was thinking about possibly using NumberFlow to generate textures procedurally at runtime and was wondering whether particle playground would be able to use them for particle animation ?
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I could then attach attractive manipulators to each of these objects traveling along the spline to make them pull the particles around the spline that way.ĭo you think that would be a better idea ? How much does the number of manipulators affect the performance of particle playground ? Also can it cope with very strong forces from fast moving manipulators ? The faster I can move the manipulators along the spline the less I'm assuming I will need to cover the spline.Īnother question I have is regarding how particle playground generates particles from 2d images.
#Particle playground unity how to
I already know how to make game objects follow a spline so in theory if I told particle playground to emit particles from a sphere like you do in your example and point it at a spline. I've also thought of another way I could possibly do it. For arguments sake assume I have a 2000 polygon mesh would particle playground be able to cope with that being replaced 10 times a second for example ? Also could Particle Playground make use of the vertex colors or perhaps UV map textures of the mesh it was generating from ? Could you give me a rough idea of how long it takes to process a new mesh at runtime.
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I'm assuming as a result your particle playground would have to treat it as a new mesh when it's length changed. For example I need my plasma trail to be able to change length and so it's vertex count would change as a result as it got longer. I'm assuming the mesh I would be creating wouldn't be skinned because I don't thing all of the flexibility I need from it could be done with bone animation alone. The user group is a good way of staying connected where you'll get news and be able to talk with other particle enthusiasts.įor more advanced support errands you're welcome to send a mail to Save
#Particle playground unity free
Make sure that you make your thoughts heard, feel free to give feedback or ask questions in this thread. Latest changes: Particle Playground - Version History (PDF) Reference: Particle Playground 3 - Script Reference Manual: Particle Playground 3 - Next (includes reference) An exported preset will be stripped down to the core framework and run inside any project. Playground Follow: Let GameObjects follow particles.ĭid you create something amazing? - Use the Preset Wizard to export presets as a UnityPackage and share with others. Playground Splines: Draw bezier curves and let particles birth or target upon them. Playground Trails: Add versatile trails to your particles. Playground Recorder: Record, playback and time scrub particle systems. Through the list of Snapshots you can load particle settings and jump through live particle states with transitions. The Event system give particles the ability to talk to other particle systems and game logic in the scene.
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Give your particles life through turbulent forces and let Manipulators guide them based on their position to give them new properties. Along come abilities to build particles from skinned, procedural or regular meshes, images, paint, projection and splines - all live in the scene. Particle Playground 3 is a versatile particle effect editor for the Unity Engine which extends the capabilities of the Shuriken particle system.
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