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Unity Version Number: 5.5.0
Reference book: "unity5.x from beginner to Mastery"
Reference: Unity Official API
Reference article:
1.http://jingyan.baidu.com/article/380abd0a77c5041d90192c19.html
2.http://www.cnblogs.com/qinghuaideren/p/3597666.html?utm_source=tuicool&utm_medium=referral
Goal: Make a bonfire effect, the end result
Step one: Create a new particle effect
Step Two: Parameter setting
Parameter resolution:
1.Duration:
Only when the lopping is invalid, modify the value of duration to clearly see the effect, indicating the time required to run;
When Lopping is active, it represents the time that a cycle is run.
2.Start Lifetime:
The life cycle is calculated in seconds, and the particles disappear when the life cycle equals zero.
My understanding: The time each particle can survive, the greater the time adjustment, the longer the effect of the particle effect, the comparison chart is as follows:
3.Start Speed:
Initial velocity of particle motion
4.Start Size:
Initial size of the particle in English explanation
1.Constant
Represents constant, all particles have the same life cycle.
2.Curve
After the curve is adjusted, the resulting particles are small, you can add the Keyframe control curve shape yourself, or you can select the system self-contained curve by using the common graph at the bottom of the Inspector panel.
3.Random between-Constants
The expression of arbitrary values in two constants as the size of the particle is the most commonly used mode for random effects, simulating the easy-going effect of natural occurrence, which conforms to the visual effect.
4.Random between-Curves
It shows that the size of the particles is controlled by hyperbola, and the effect is more delicate and more complicated than the single curve, and the adjustment and use of parameters can be referred to curve.
5.Emission-rate over time
Represents the number of particles emitted per second.
6.Shape-shape,angle
The shape used here is conical, with a tapered angle of 0, which is cylindrical.
1.Sphere
A circular shape that spreads particles outwards at the center of the circle.
Emit from Shell: whether particles are emitted from the surface or emitted from within.
Random Direction: Whether stochastic speed is enabled.
2.Hemisphere
A hemispherical shape that spreads particles outward from the center point of the hemisphere.
3.Cone
Conical shape.
Angle: Vertebral body, the size of the upper opening.
Radius: The size of the radius.
Length: The height of the vertebral body. Available only when the emit from value is volume shell or volume.
Emit from: The location of the particle emission.
Base: A particle emission source is emitted from the bottom surface of the vertebral body on the underside of the inner surface.
Base Shell: The particle emission source at the edge of the vertebral body is the circumference of the ring emission.
Volume: Particle emission source in the inner space of the vertebral body.
Volume Shell: The particle emitter is on the entire surface of the vertebral body. There is no bottom side.
4.Box
Cube shape.
5. Meshgrid emitter
Mesh: Select a grid style, which will show different effects depending on the grid style you choose.
Vertex: The particles are emitted from the mesh vertices.
Edge: Particles are emitted from the edge of the mesh (edges).
Triangle: The particles will be emitted from the triangular surface of the mesh. The graphs are made of triangles.
6.Mesh Renderer
If mesh is none, it is a straight line shape, and if you select a prefab that is present in the scene, the object renders a particle effect, and the comparison is as follows:
7.skinned Mesh Renderer
The official explanation is: emission from a reference to a game object ' s skinned Mesh Renderer, the idea is that game objects on the surface to launch particle effects
The effect is to use a skeletal animation preform, and to emit particles from the cheek effects ( Note: Can not select the whole of the precast body, only select the partial emission of particle effects, such as the choice of cheeks or skin, etc. ).
8.Circle
The arc value represents the entire circle 360, i.e. 360 is the entire circle and 180 is a semicircle.
9.Edge
Linear particle emitter.
Align to Direction: Adjusts the direction of the particle's emission in the direction of the line.
7.Color over Lifetime
The rectangular area represents the adjustment of transparency, and the oval area represents the adjustment color. ( Note: You can add key points by right mouse button )
mode means blending colors, with blend (gradient) and fixed two.
8.Size over Lifetime
Particle size changes over the life cycle
Suddenly found to write too long, may not be convenient to look, the following links are as follows:
Unity's Particle effect parameter details-medium: http://www.cnblogs.com/yikecaidechengzhangshi/p/6994408.html
Unity's particle effect parameters--on