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Particle-Playground-3-Next-Manual

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PARTICLE SETTINGS<br />

Take control over particle emission, sizes,<br />

rotations, sorting over lifetime and extensive<br />

Source structuring.<br />

Quick Overview<br />

<strong>Particle</strong> Count<br />

How many particles that should be simulated. Every change will<br />

restructure the <strong>Particle</strong> Cache.<br />

Overflow Offset<br />

You can Overflow Offset your particles from its Source origin. Each<br />

overflow iteration is based on how many Source Points your Source<br />

has. With Overflow Mode you determine the offset’s global or local<br />

direction.<br />

Source Scatter<br />

Scramble the Source positions within minimum- and maximum<br />

global X-, Y-, and Z range. Using Local Simulation Space found in<br />

Advanced-tab will make them rotate along the Source.<br />

Emission<br />

In the Emission options you can toggle emission. Disable Loop to<br />

not enter another lifetime cycle and enable Disable On Done to<br />

inactivate or destroy the GameObject once the first loop is done.<br />

Emission Rate determines the percentage of total particles that<br />

should emit.<br />

Size<br />

The size of a particle is set by random within minimum- and<br />

maximum float values. Scale will amp the current given random<br />

size. Lifetime Size will set size (Y) over normalized lifetime (X). Array<br />

Size will set size (Y) over normalized array of particles (X).<br />

Rotation<br />

A particle’s initial rotation and rotation over lifetime is set by<br />

random within minimum- and maximum float values. To make a<br />

particle rotate based on its velocity enable Rotate Towards<br />

Direction. The Rotation Normal determines the vectors to rotate<br />

around. A common operation would be to pass in the forward of<br />

the Main Camera’s Transform to always rotate along the camera’s<br />

perspective.<br />

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