ParticleSystem | Direct3D Particle System
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kandi X-RAY | ParticleSystem Summary
Direct3D Particle System
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QUESTION
Whats up?
What might be causing this error while trying to compile?:
Ps: I am using MacOS Monterey.
[ 99%] Building CXX object src/CMakeFiles/otclient.dir/main.cpp.o make[2]: No rule to make target /usr/local/lib/liblua5.1.dylib}', needed by bin/otclient'. Stop. make[1]: [src/CMakeFiles/otclient.dir/all] Error 2 make: *** [all] Error 2
Here is my CmakeLists.txt:
...ANSWER
Answered 2022-Mar-27 at 16:16QUESTION
I'm just learning unity3d. I need to show particles every time the speed of the object exceeds 6km. The problem is that it doesn't always work, and it doesn't work in the right way. Why does this happen and how to fix it? The problem itself starts after the first interruption. Code Example:
...ANSWER
Answered 2022-Mar-15 at 20:36I think you have confused yourself by using a conditional operator. If the condition is true, the first option will be used.
QUESTION
I have a problem with mirror, I'm making a online strategy game and you have buildings in the game, with those buildings you can make soldiers, now the buildings have a particles sim to work while they make more solider, but only the server can see the particles sim of its own buildings and the opponents, any ideas why?
that's the code for building smoke:
...ANSWER
Answered 2022-Jan-19 at 07:41This wasn't really useful but I found other code that helped me with this problem, if someone has the same problem here's the solution: Solution
You need to make a syncVar bool and update the animator using it and not with just regular false/true calls, here's my new code:
QUESTION
ANSWER
Answered 2022-Jan-01 at 09:29To setup particles in UI, choose SceneKit's .scn
file in Navigator panel and then add a Particle System
object from Xcode 13 library pressing + button (instead of a deprecated .scnp
file):
QUESTION
This is a simple question. I did it a couple of times already, don't know why I can't get it done now... I made a particle effect, I want this to get played when the player collides with the platform. Here's what I've done:
...ANSWER
Answered 2021-Dec-07 at 06:23The smoke particle effect will be playing somewhere else. After the collision, get the position of the player and instantiate the particle prefab over there.
QUESTION
I'm trying to play around with particles in three.js but, there's a problem with converting obj file (3D model) into particles in three.js. The following is the code snippets. I tried but, all failed.
Is there anyone who can help correcting the errors or provide with any examples of getting vertices/particles from a 3D model in obj?
Thanks a lot.
...ANSWER
Answered 2021-Nov-15 at 16:31You are using an outdated code reference. With recent three.js
version, the code looks more like the following:
QUESTION
The Evaluate
function on an animation curve gets a value at a time.
https://docs.unity3d.com/ScriptReference/AnimationCurve.Evaluate.html
But it's not clear (to me) what time base or units are used.
For ParticleSystem.MinMaxCurve
, this is explicitly described as being evaluated as a normalised 0 to 1 range of values of the curve's duration:
https://docs.unity3d.com/ScriptReference/ParticleSystem.MinMaxCurve.Evaluate.html
UPDATE:Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.
For those considering performance: AnimationCurve's Evaluate is very fast in the traditional sense of Unity's MonoBehaviour world, having an inbuilt means of caching the lookup for the surrounding keys, and retention of the last position evaluated, too. Especially fast in loops of evaluation, because of this. Highly old school optimised, by Unity.
However, ParticleSystem.MinMaxCurve's evaluate benefits from and is part of the Jobs friendly updates to the UnityEngine.ParticleSystemJobs features.
In small usages (around 1000 evaluation steps or less), they're about the same. But with Jobs and lots of fine grained evaluation (more than 10,000), the MinMaxCurve gets ahead.
...ANSWER
Answered 2021-Sep-20 at 11:30It uses 0
to 1
in the most cases but depends completely how you configure and use yours ... you can easily extend an AnimationCurve
with keyframes before 0
and beyond 1
.
You can however get the duration of your AnimationCurve
so basically you can normalize down any animation curve to a "time" value between 0
and 1
using
QUESTION
I am trying to use a ParticleSystem
for Decals as a cheap alternative but am unable to align the particles with all normal surfaces.
This is the nearest I've got that gets all axis correct except for an inverted x
axis. (I can see it's the wrong way round on building windows)
ANSWER
Answered 2021-Sep-20 at 11:37I finally managed to figure it out and as no-one was able to answer I will add the solution in case it can help someone else.
1: I inverted the hit.normal
when gettting the rotation.
QUESTION
GOAL
So I'm creating a top down arena battler type game, and I want you to be able to restart the game by pressing R.
PROBLEM
When I press R, the whole scene resets as it should, except all the enemies that were previously instantiated (and then destroyed) are spawned again, all at once.
CODE
This is the enemy spawning code :
ANSWER
Answered 2021-Sep-19 at 07:27The problem is in Time.time
, it is time since the start of the application, not since the start of the scene. So if you were in the game 30 secs, Time.time is 30 secs. If you reload the scene it is still 30 secs.
You have to count the time passed since entering the scene. Then it won't respawn all the enemies on scene reload.
QUESTION
using UnityEngine;
using UnityEngine.SceneManagement;
public class CollisionHandler : MonoBehaviour
{
[SerializeField] AudioClip success;
[SerializeField] AudioClip crash;
[SerializeField] ParticleSystem successParicle;
[SerializeField] ParticleSystem crashParicle;
AudioSource audioSource;
float delayTime = 2f;
bool isTransitioning = false;
void Start()
{
audioSource = GetComponent();
}
void OnCollisionEnter(Collision other)
{
if(isTransitioning)
{
return;
}
switch (other.gameObject.tag)
{
case "Friendly":
Debug.Log("It's OK friend");
break;
case "Finish":
SuccessSequence();
break;
default:
CrashSequence();
break;
}
void SuccessSequence()
{
isTransitioning = true;
audioSource.Stop();
successParicle.Play();
audioSource.PlayOneShot(success);
GetComponent().enabled = false;
Invoke(nameof(NextScene), delayTime);
//NextScene();
}
void CrashSequence()
{
isTransitioning = true;
audioSource.Stop();
crashParicle.Play();
audioSource.PlayOneShot(crash);
GetComponent().enabled = false;
Invoke(nameof(ReloadScene), delayTime);
//ReloadScene();
}
void ReloadScene() //dit gebruiken wij om respown met gebruik van scene reload funcite te gebruiken
{
int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(currentSceneIndex);
}
void NextScene()
{
int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
int nextSceneIndex = currentSceneIndex + 1;
if(nextSceneIndex == SceneManager.sceneCountInBuildSettings)
{
nextSceneIndex = 0;
}
SceneManager.LoadScene(nextSceneIndex);
}
}
}
...ANSWER
Answered 2021-Sep-13 at 14:57Any good reason why your methods are all nested under the OnCollisionEnter
as locel functions? ;)
Unity's messaging system doesn't find local functions - since they literally only exist for this one method - but works only with class level methods.
It should rather be
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