Unity3d Study Notes-component effects (effects/effects)--particle system (particle system)

Source: Internet
Author: User
Tags emit

Effects: effects/effects.

     

     particle system: particle systems. Can be used to create smoke, airflow, flames, ripples and other effects.

After the Unity3d 3.5 release, the new Shuriken particle system was exited:


Effects after adding a component:


The Open Editor button opens the Particle editor, which allows you to edit complex particle effects.

    

    

Because the shuriken particle system is a modular management method, it is possible to add modules dynamically:

    

1. Initialize the module: This module is the intrinsic module of the effect component.

    

Duration: Particle emitter, the time to emit particles. The unit is s (seconds).

Looping: whether to open. If the loop is turned on, the duration value is greater than the minimum value of 0.10.

Prewarm: If Preheating is turned on. Only when the loop is turned on, the preheating is effective, and the particle volume is similar to emitting a particle cycle.

Start delay: preheating delay. After the game starts, warm-up opens. Unit is S.

Start Lifetime: Particles come out from the emitter to the vanishing time. Unit is S.

Start speed: The velocity at which the particles are emitted.

Start size: particle size.

Start Rotation: The rotation angle of the particles.

Start color: The color of the particle.

Gravity Multiplier: Set the effect of gravity on particles, the larger the value the greater the impact.

Inherit Velocity: Speed inheritance. When the particle system is moving, the velocity of the particle inherits the velocity of the motion. But the particle coordinate system must be in the world coordinate system.

Simulation Space: Is the coordinate system itself or the world coordinate system.

Play on awake: starts playing in the game, but does not affect the start delay effect.

Max particles: The maximum number of particles released, stopping the release of particles when the maximum number is reached, and continuing to release when a particle disappears.

    The 2.Emission module (particle emission module) is used for the rate of particle emission. or emit a large number of particles at a given time to simulate the effects of explosions.

    

The number of particles emitted per second. Bursts the number of particles that explode at a certain point in time, which must be within the particle duration range.

    

The number of particles emitted per metre. The particle emitter is the game object that is moving when the particles are emitted per metre, but the particle coordinate system must be in the world coordinate system.

3.Shape Model (Shape control Module): Defines the shape, position and emission direction of the particle emitter.

    Spherical particle emitter:

    

Radius: The radius of the sphere.

Emit from Shell: whether particles are emitted from the surface or emitted from within.

Random Direction: Whether stochastic speed is enabled.

      

Hemisphere emitter:

    

      

Cone launcher:

    

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 inner surface of the vertebral body.

—————— Base Shell: The particle emitter is at the edge of the bottom of the vertebral body, which is the circumference of the ring emission.

—————— Volume: The particle emission source is 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.

      

Cube launcher:

    

Box X: Cube length.

      

Grid emitter:

    

Mesh: Select a grid style.

—————— 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.

4. Life cycle Speed Module: Controls the speed of each particle.

    

5. Life cycle Speed Limit module:

    

Separate axis: whether to enable limiting of each axis.

Speed: Limit the rate.

Dampen: damping. Damping of 1 indicates that at the end of the life cycle the speed is reduced to a limited speed.

6. Life cycle Force Module: Controls the situation in which each particle is subjected to force during its life cycle.

    

Randomize: only in The random between is enabled only if the constants or random between is curves.

The force representing each frame acting on the particle is uniformly randomly generated.

7. Life cycle Color Module: Controls the color change of each particle during the life cycle.

    

      

    

      

8: Speed range Color change control module: Changes the color of a particle according to the range of setting speed and the speed of the particle.

    

      

9: Life cycle Particle Size module: Controls the change in the size of each particle over its life cycle.

    

    

      

speed range particle size change control module: Changes the size of the particle according to the change in speed.

    

    

      

11: The rotational speed of each particle in the life cycle: the angle of the particle rotation per second.

    

      

  12: Change the rotation speed of the particle according to the change of velocity: when the rotational speed is not constant.

    

      

13: External Force multiplier: Adjusts the effect of wind on particles.

    

14: Collision Module: Creates a particle collision effect for particles, currently only supports planar collisions.

    

Plane collision only supports 6 planes, click on the + sign can add the current plane or create a new one.

    

By creating a new collision plane, it becomes a sub-object of the particle object.

      

      

Visualization: How the collision plane is displayed.

—————— Grid:

—————— Solid:

Scale Plane: The size of the collision plane.

Dampen: damping coefficient. Particle velocity impact loss degree. 0~1.

Bounce: Rebound factor. 0~2. The larger the coefficient, the smaller the bounce angle.

  Min Kill speed: Minimum destruction rate. When the velocity is less than this value, the particles disappear.

Particle radius: particle collision radius. The minimum value is 0.01.

World collisions:

    

Collides with: collision level. Choose to collide with that level.

Collision Quality: Collision quality.

    —————— High: each particle will have a ray collision detection per frame with the scene, it should be noted that this will increase the burden on the CPU, so in this case the total number of particles in the scene should be less than 1000.

—————— Medium: the particle system is subjected to a parude Raycast budget global setting at each frame.

—————— Low: similar to the medium effect, only the particle system is affected once every 4 frames parude Raycast budget global parameters.

—————— Voxel Size: The dimensions of the voxel in the collision cache, available only when collision quality is medium and low.

15: Sub-particle emission module: in the case of particles born, collisions, extinction can call other particles.


16: Sequence frame animation Texture module:

    

Tiles:x the number of copies horizontally divided by the number of copies vertically divided by Y.

Animation:whole sheet-The entire page is moved with X, Y.

Frame over time: The rate at which animations change over the life cycle.

Cycles: Animation changes several times during the life cycle.

    

Animation:single row-scrolls from left to right.

Random row: randomly.

Row: Selects a row, starts scrolling, and is less than Y in tiles.

17: The particle's rendering module:

    

 Render mode: Rendering modes.

—————— Billboard: Panel Rendering.

—————— Vertical Billboard Vertical rendering, this mode aligns the particles with the ZX plane when facing the camera

—————— Horizontal Billboard : Horizontal mode in which particles are aligned along the Y axis.

—————— stretched Billboard: stretched rendering.

          

———— C amerascale: Camera zoom. The speed of the camera is the extent to which the particle scales. Speed scale: Determines the length of a particle by comparing its velocity. Lengthscale: Determines the length of a particle by comparing its width.

          

—————— Mesh: Mode.

    

    

18: Properties:

    

Resimulate: Real-time rendering. When changing parameters, the particle effect in the scene changes in real time.

Wireframe: When selected, displays a one-sided mesh of particles.

    

Unity3d Study Notes-component effects (effects/effects)--particle system (particle system)

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