Unity3d: particle Systems particle system

Source: Internet
Author: User

1. Gameobject→create other→particle System.

2. With particle System selected, you can see the following dependencies:



3.Particle System:


Duration: Particle launch time (set to 5 seconds.) Emits particles every 5 seconds ). Looping: Whether particles are recycled(make a tick if you want to keep firing. Otherwise theLooping off)。

start delay: the particles begin to produce a delay in launching ( 5 5 seconds to start emitting particles. The preset is 0) . start Lifetime: Particle life cycle ( 5 5 ) . start speed: the initial velocity at which the particles start. start Size: Particle The initial size of the at start.

start Rotation: The initial rotation angle when the particle starts . start color: The initial color at which the particle starts. Gravity Modifier: The extent to which the particles are affected by gravity. (the preset value is 0.) The particles are not affected by the heavy particles, so they will always go up. When the value is added, the particles fall down. )Simulation Space: The coordinates of the particle system are the coordinates of the world coordinates /object itself. Play on awake: When a particle system is created, it generates particles on its own initiative. max particles: How many particles the particle system produces.

(if set to , when the number of particles in the scene reaches the Upper Limit, the emitter will temporarily stop shooting particles.) Some particles disappear before they continue to launch . )

4.Emission:


Rate:

Time : How many particles are produced in a second. Distance: How many particles are produced in one meter. bursts: Within this time period. How many particles are produced by this second. the time maximum here is duration value .
5.Shape:
shape: The shape of the emitter. The shape of the Sphere, hemisphere, Box, and mesh launchers will affect the direction in which the sample was in advance.
EX:Shape:cone Angle: firing Angle Radius: firing range ( half diameter ) Length: firing range ( long ) Emit form ( out of Form ): Base ( fill -in- reality ) Base Shell (shell outer layer - Hollow ) Volume Volume Shell
6.Renderer:
Billboard:stretched Billboard Stretch modehorizontal Billboard Horizontal modeVertical Billboard Vertical Mode
Material: Setting the material of the particle systemCast Shadows: Whether particles produce shadowsreceive Shadows: Whether particles accept shadows

Unity3d: particle Systems particle system

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