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. 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 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. 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. Put it out of your mind.Particle Playground 3 is a versatile particle effect editor for the Unity Engine which extends the capabilities of the Shuriken particle system. The error code is absolutely the least useful part of the error. Remember: NOBODY here memorizes error codes. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum. Are you using it correctly? Are you spelling it correctly?Īll of that information is in the actual error message and you must pay attention to it. Every API you attempt to use is probably documented somewhere. Often the error will be immediately prior to the indicated line, so make sure to check there as well. also possibly useful is the stack trace (all the lines of text in the lower console window)Īlways start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. the line number and character position (the two numbers in parentheses) the description of the error itself (google this you are NEVER the first one!) The important parts of the error message are: The complete error message contains everything you need to know to fix the error yourself. Click to expand.Errors have fixes and you don't need to post here to find them.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |