![]() So it would only make sense if you want to use stuff like PP's emission possibilities, apply turbulence, do any live manipulation to the particles or use any other PP specific features.Ĭlick to expand.Thanks for getting back with the details, pictures helps a lot! That's really clever using an icon that way, and a better overview for which objects are particle systems. If not, you won't gain anything from using the Shuriken particle system as it is in a PP system, but instead create an overhead of setting particles back into the Shuriken component and allocate more GC as each thread requires a couple of hundred bytes. My suggestion is if you are looking to work with the particles with any of the Playground's features, try mimic the Shuriken particle system's settings in Playground (it could be a good way to learn about the settings in PP). Then as the systems are far apart in their techniques used (for worse in this case), it will be difficult to determine a generalized way how the values apply from Shuriken into Playground. ![]() It's sometimes handy to be able to restrict particle simulation to a certain bounding volume, without actually having to constrain to a axis.Ĭlick to expand.That is a cumbersome task I'm afraid as you would need to dig through the Shuriken component as a SerializedObject: I'm not sure if I'm explaining this clearly, if not I'll try to give you an example later.Ĥ) Adding some limits box for particle positions would help. Right now, setting particles count less doesn't cover whole texture area, I think it would help if there would be an option to scatter the particles more randomly - right now it seems to be generated based on a sorted array of the pixels, it would help, if we could randomize the array of the pixel ID's. It's a bit awkward that I have to use State and supply it with mesh + texture by hand to achieve this.ģ) It would come really handy, to be able to set amount of particles when using Image as a State input. ![]() It is quite heavy when using on mobile with higher amount of particles, on the other hand shuriken alone performs well.Ģ) It would be really nice when using World transform or Skinned mesh as a source, that the particle colors would be sampled from the mesh+texture that is on the model. I'll separate it into individual thoughts.ġ) I wanted to ask if it would be possible to add a feature to cache / save whole particle animation(simulation) not just individual snapshots ? I believe that it would(should?) be much faster, when realtime simulating is not necessary. I have a bit of a feedback on it though, after few days of working with it. ![]() Is there any way to disable collision on masked particles? Since they're invisible, they don't need to collide with anything, and it would really help our performance if we were able to use the masking system without the performance overhead of invisible particles.First of all, thx for the great plugin. So I'm guessing that masked particles are still doing collision checks. If I have a particle system that just has 1,000 particles, it performs significantly better than one with 8,000 particles that has 7,000 particles masked. The thing I'm seeing is that the performance does not get any better when masking particles. So, if our max number of particles is 8,000, but we only want 1,000 in the scene, we would mask out 7,000 particles. However, I did notice something I wanted to ask about: is there any way to disable collision on masked particles? Since you're supposed to use the particle mask system instead of changing the number of particles at runtime, it seems like we basically need to have our particle count set at our highest number of particles and then reduce the particles with a particle mask. The collision cost is pretty high CPU-wise, but that's to be expected (and Particle Playground performs better than when we were using Shuriken for the same setup). The player can move indoors and out seamlessly, so we use particle collision with our buildings. In our game, we have snow that can range from very light to extremely heavy (i.e. Hi, I have a question about the particle mask and performance.
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