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Particle-Playground-3-Next-Manual

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the projected normal’s direction. Use Live Update to update the projection position every frame. You can scale your projection in any<br />

direction with the projection transform.<br />

Projection Texture<br />

The image to use where each pixel will wander through the scene in form of a Raycast.<br />

Transform<br />

The transform to project from.<br />

Live Update<br />

Determines if the projection should update every frame. Enable this if your projection transform moves or you have projected<br />

objects moving inside the projection area.<br />

Origin Offset<br />

Offset the texture’s origin in X- and Y values.<br />

Projection Distance<br />

Determines how far the projection rays can travel into the scene, measured in Units.<br />

Projection Scale<br />

The scale of projection in Units. A scale of one will make each pixel one Unit. When using local simulation space, use this to scale<br />

rather than the projection transform to ensure correct projection depth.<br />

Surface Offset<br />

Determines how far away the source position will be distributed from surface. Using the projected surface normal.<br />

Projection Mask<br />

The layer mask of which colliders within layer can be seen by the projection rays in the scene.<br />

Spline<br />

Emit particles from one or several <strong>Playground</strong> Splines in the scene. A <strong>Playground</strong> Spline is multithreading friendly and can be updated<br />

live during runtime. Each node and bezier handle can be set towards a Transform, for easier live manipulation.<br />

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