Particle Systems
Particles are essentially 2D images rendered in 3D space. They are primarily used for effects such as smoke, fire, water droplets, or leaves.You can use a Particle Emitter and Renderer together if you want static particles. Particle Systems in Unity are used to make clouds of smoke, steam, fire and other atmospheric effects. Particle Systems work by using one or two Textures & drawing them many times, creating a chaotic effect.A Particle System is made up of three separate Components :
1) Particle Emitter
2) Particle Animator
3) Particle Renderer
Ellipsoid Particle Emitter
The Ellipsoid Particle Emitter spawns particles inside a sphere. Use the Ellipsoid property below to scale & stretch the sphere.The Ellipsoid Particle Emitter Inspector
Properties
Emit | If enabled, the emitter will emit particles. |
Min Size | The minimum size each particle can be at the time when it is spawned. |
Max Size | The maximum size each particle can be at the time when it is spawned. |
Min Energy | The minimum lifetime of each particle, measured in seconds. |
Max Energy | The maximum lifetime of each particle, measured in seconds. |
Min Emission | The minimum number of particles that will be spawned every second. |
Max Emission | The maximum number of particles that will be spawned every second. |
World Velocity | The starting speed of particles in world space, along X, Y, and Z. |
Local Velocity | The starting speed of particles along X, Y, and Z, measured in the object's orientation. |
Rnd Velocity | A random speed along X, Y, and Z that is added to the velocity. |
Emitter Velocity Scale | The amount of the emitter's speed that the particles inherit. |
Tangent Velocity | The starting speed of particles along X, Y, and Z, across the Emitter's surface. |
Simulate In World Space | If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. |
One Shot | If enabled, the particle numbers specified by min & max emission is spawned all at once. If disabled, the particles are generated in a long stream. |
Ellipsoid | Scale of the sphere along X, Y, and Z that the particles are spawned inside. |
MinEmitterRange | Determines an empty area in the center of the sphere - use this to make particles appear on the edge of the sphere. |
Steps :
1) add a Particle System
2) .
Particle Animator
Particle Animators move your particles over time, you use them to apply wind, drag & color cycling to your particle systems.The Particle Animator Inspector
Properties
Does Animate Color | If enabled, particles cycle their color over their lifetime. |
Color Animation | The 5 colors particles go through. All particles cycle over this - if some have a shorter life span than others, they will animate faster. |
World Rotation Axis | An optional world-space axis the particles rotate around. Use this to make advanced spell effects or give caustic bubbles some life. |
Local Rotation Axis | An optional local-space axis the particles rotate around. Use this to make advanced spell effects or give caustic bubbles some life. |
Size Grow | Use this to make particles grow in size over their lifetime. As randomized forces will spread your particles out, it is often nice to make them grow in size so they don't fall apart. Use this to make smoke rise upwards, to simulate wind, etc. |
Rnd Force | A random force added to particles every frame. Use this to make smoke become more alive. |
Force | The force being applied every frame to the particles, measure relative to the world. |
Damping | How much particles are slowed every frame. A value of 1 gives no damping, while less makes them slow down. |
Autodestruct | If enabled, the GameObject attached to the Particle Animator will be destroyed when all particles disappear. |
Particle Renderer
The Particle Renderer renders the Particle System on screen.The Particle Renderer Inspector
Properties
Materials | Reference to a list of Materials that will be displayed in the position of each individual particle. |
Camera Velocity Scale | The amount of stretching that is applied to the Particles based on Camera movement. |
Stretch Particles | Determines how the particles are rendered. |
Billboard | The particles are rendered as if facing the camera. |
Stretched | The particles are facing the direction they are moving. |
SortedBillboard | The particles are sorted by depth. Use this when using a blending material. |
VerticalBillboard | All particles are aligned flat along the X/Z axes. |
HorizontalBillboard | All particles are aligned flat along the X/Y axes. |
Length Scale | If Stretch Particles is set to Stretched, this value determines how long the particles are in their direction of motion. |
Velocity Scale | If Stretch Particles is set to Stretched, this value determines the rate at which particles will be stretched, based on their movement speed. |
UV Animation | If either of these are set, the UV coordinates of the particles will be generated for use with a tile animated texture. See the section on Animated Textures below. |
X Tile | Number of frames located across the X axis. |
Y Tile | Number of frames located across the Y axis. |
Cycles | How many times to loop the animation sequence. |
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Vivek Shah
Game Developer in Unity3d
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