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Unity technical manual - particle foundation main module attributes - upper
2022-06-25 22:57:00 【Hua Weiyun】
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Premise
This is what Xiao Kong insisted on writing Unity Novice series , Welcome to taste .
Novice (√√√)
bosses (√)
The particle section is a series of articles , And the introduction was very detailed , Suggest Collection .
Practice process

Particle basis (Particle System) Main module properties
Duration- The duration of the : Represents the of particles launch Length of time , If I check that Looping attribute , This value will have no effect , Whatever the duration 2 second 3 second 4 Seconds or seconds , It's all a cycle, that is, it's always launched .
Looping- Cyclic launch cycle 【Duration】: Indicates that the current particle is in 【Duration The duration of the 】 After the launch time in the attribute is over, restart and keep repeating .
Prewarm- preheating : Only Looping Effective at startup , If you don't check it, the particles will be displayed from nothing by default when you run the project , From the periodic Start state perform Looping, If you check the , Running the project will directly see the particles , That is, from a period of End state perform Looping.
Start Delay- Start delay : If not for 0, The particles start emitting after a specified delay of seconds , It can be a constant , It can also be a random value . If 【Prewarm- preheating 】 Activate , This value is not available .
Start Lifetime- Start life cycle : The length of time a particle exists after it is emitted , In seconds , When they arrive, they die , All can be a constant , Each can also be a random value .
Start Speed- Initial speed : It can be a constant , Each can also have a random different value .
3D Start Size- Control particle size : If you check the , Can be controlled separately x Axis y Axis z The size of the shaft , Each particle magnifies , The default is 1, When you operate, you find x and y It has an intuitive effect ,z Modification cannot be seen by naked eyes , In fact, most particle effects are 2D We just need x and y,z Use... In special cases , I remember mesh In the model
Start Size- The initial size of the particle : and 【3D Start Size】 identical , This is 2D Of ,x and y Scale proportionally ,【3D Start Size】 yes xyz Can scale different values .【Start Size】 and 【3D Start Size】 Mutually exclusive .
3D Start Rotation-3D rotate : After activation , Controllable xyz Different rotation values , By default, no effect can be seen , When your particles are irregular (3D Mesh particles ) You can see it with the naked eye .
Start Rotation-2D rotate :2D The rotation angle of the plane , A positive number is clockwise rotation , A negative number is a counterclockwise rotation , It can be an interval random value , and 【3D Start Rotation】 Properties are mutually exclusive .
Flip Rotation- Flip and rotate : Input 0 to 1 Between the value of the , The larger the value, the more you flip ,1 Represents flipping all , give an example 【Start Rotation】 Attribute rotates the particle clockwise 60 degree , If 【Flip Rotation】 by 0.5, Then change the particle system to produce half of all particles 60 degree , Half of it is -60 degree , If it is 1, Then all particles are -60 Degree of rotation . This attribute also applies to 【3D Start Rotation】.
Start Color- Initial color : Set the starting color of each particle , It can be a fixed color or a random number of colors , It can be a random color with a gradient interval , It can also be a random color with multiple gradient intervals .
Gravity Modifier - Gravity modifier : The value is 0 Turn off particle gravity , If it's not zero , Calculation method of particle gravity 【 Enter the number multiplied by Edit > Project Settings > Gravity Set the value of the ( Default Y The axis is -9.8)】. example Gravity Modifier The value is 2, Then the particle's gravity is 2*(-9.8)=-19.6.
Simulation Space- Simulation space : Controls whether the moving position of particles is relative to the parent layout or to the world . There are three optional values ( Local - The world - Customize ). Local represents when you move a particle system object , All the particles of the object will move at the same time , The world represents when you move a particle system object , The emitted particles remain in the coordinate position in the scene world , New particles will be emitted at the position you moved . Custom you can create a belt Transform Of GameObject, Move the entire particle system , The generated particles will be customized Transform When the reference fits the coordinates . For example, fire trajectory movement has Mars emission ,Simulation Space choice ( The world ) More appropriate .
Simulation Speed- Simulation speed : Zoom adjusts the playback speed of the entire particle system . The attribute value is multiplied by 【Start Speed】 The attribute value is the final velocity of the particle .
Delta Time- Incremental time : There are two options Scaled and Unscaled, choice Scaled Then use Edit>Project Settings>Time The value in ,Unscaled The representative is not under his control , In the game scene, it is used by default Scaled, In the suspension scenario, for example, round based suspension ,RPG Pause the pop-up character attribute package and other windows, such as particle effect , Use Unscaled.
Scaling Mode- Zoom mode : Three values are available for selection Hierarchy-Local-Shape. The default is Local, Scaling is the particle size of the particle system , If the particle system Position All for 0 With parent , Scaling the parent has no effect , If the particle system Position It's not for 0 And has a parent , Scaling the parent only affects the position of the particle system , Does not affect individual particle sizes .
If 【Scaling Mode】 The choice is Hierarchy, The particle system scales and Local identical , If the parent is scaled, it is displayed in Local Based on the function of , It also scales the individual particle sizes of the particle system .
If 【Scaling Mode】 The choice is Shape, With or without a parent , Scale yourself or scale the parent , Does not affect the size of individual particles , Only particle position or particle distance is affected .
other
author : Xiaokong and Xiaozhi Xiaokong
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