The shuriken particle system is a new version of the particle system following the Unity3.5 release, which uses modular management, and the individual particle module with the particle curve editor makes it easier to create a variety of sub-complex particle effects.
There are two ways to create a particle system:
1. Select Gameobject-create other-particle System in the menu bar, respectively
2. Create an empty object, in the Component-effects-particle System
The following is the properties panel for the new particle system, which integrates the legacy particle system in module mode.
Once a particle system is created,
1. The initialization module of the particle system is expanded by default: This module is an intrinsic module and cannot be deleted or disabled. This module defines some basic parameters such as duration, cycle mode, launch speed, size, and so on when the particle is initialized.
2.Emission: Transmitter Module
Controls the particle's emission rate (rates), which can be used to generate a large number of particles at a specific time during the particle's duration, simulating the explosion effect producing a whole bunch of particles.
3.Shape: Shape module
Defines the shape of the particle emitter, which provides the initial force along the normal or random direction of the shape's surface, and controls the emission position and direction of the particle.
4.Velocity over Lifetime: Life cycle Speed Module
The speed of each particle in the life cycle is more pronounced for particles with physical behavior, but for those particles with simple visual behavior effects, such as smoke drift and particles that have little interaction with the physical world, the module is less effective.
5.Limit velocity over lifetime: Life cycle speed Limit module
Controls the speed limit and speed decay of particles over the life cycle, simulating similar drag effects. If the velocity of the particle exceeds the set limit, the velocity of the particle is locked to that limit value.
6.Force over Lifetime: Life cycle Force Module
Controls the force of a particle during its life cycle.
7.Color over lifetime: Life cycle Color Module
Controls the color change of particles over the life cycle.
8.Color by velocity: color speed control Module
This module allows the color of each particle to vary depending on its speed.
9.Size over Lifetime: life cycle particle size module
Controls the size change of each particle over its life cycle.
10.Size by velocity: particle size speed control
This module allows the size of each particle to vary depending on its speed.
11.Rotation over Lifetime: Life cycle Rotation Module
Controls the change in rotational speed of each particle over its life cycle.
12.Rotation by: Rotational speed control module
This module allows the rotational speed of each particle to vary depending on its speed.
13.External forces: External Force module
This module controls the multiplication factor of the wind field.
14.Collision: Collision Module
A collision effect can be created for each particle, and only planar collisions are currently supported, which is highly efficient for simple collision detection.
15.Sub Emitters: Sub-emitter module
This module can spawn other particles at three times of birth, extinction, collision, etc.
16.TextureSheet Animation: Sequence frame animation Texture module
You can change the UV coordinates of a particle during its life cycle to produce a UV animation of the particles. You can divide the textures into meshes, storing one frame of the animation in each of the cells. You can also divide the arts into several lines, each of which is a separate animation. Note that the texture used by the animation is specified in the material property under the Renderer module.
17.Renderer: Particle renderer Module
This module shows the properties associated with particle system rendering.
Unity3d-New particle system (shuriken)-Tonge