Particle-System | Particle System experiment designed to benchmark | Binary Executable Format library
kandi X-RAY | Particle-System Summary
kandi X-RAY | Particle-System Summary
A Particle System experiment designed to benchmark web technologies from a non trivial piece of code: ES6, Emscripten and Web Assembly.
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Particle-System Examples and Code Snippets
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Trending Discussions on Particle-System
QUESTION
The problem:
I want to make a ball the user can throw. With my current implementation, physics work but I cannot lift the ball. However, if I delete the "dynamic-body" I can grab the ball exactly as I am supposed to, and move it around. Heck, I tried changing it to "static-body" and it still works. The problem seems to be whenever I mix grabbable and dynamic-body. I know it should be possible in an older version, as I was using this tutorial: https://www.youtube.com/watch?v=SKYfYd3pk4I
However, he is using progressive-controls which are not available in the newest super-hands package, I don't know if that changes anything. Is there anything I am doing wrong here?
Here are my snippits of code that could affect the result:
My A-Frame packages:
...ANSWER
Answered 2020-Nov-19 at 03:10Thanks to this: https://github.com/bryik/aframe-ball-throw/blob/master/index.html
I found the culprit. I needed to add the static-body to my hand-entities, so that collision could be detected. No idea why collision was detected without them before though.
Modified code:
QUESTION
I have an aframe scene with three icosahedrons, a complex particle system and a cursor that fuses on objects in the scene. With the particles visible, the scene runs too slow, because the cursor tries to fuse on every particle. I just need it to fuse on the three icosahedrons.
So, I'm trying to do one of 2 things:
- Only tell the cursor to fuse on the icosahedrons (if it helps performance, might not)
- Only show the particle system after all icosahedrons have been fused / clicked.
I don't currently know how to do either of these two things. Here's my scene:
...ANSWER
Answered 2019-Aug-31 at 02:04When you want to select some objects to be fused (or clicked) and exclude others, you do this with the raycaster component, which works with the cursor (or can work without it, but for fusing, use with the cursor component).
Then on every entity that you want to include in the raycasting, add the attribute class="clickable"
Here is the documentation on raycasting and cursors:
https://aframe.io/docs/0.9.0/components/cursor.html#fuse-based-cursor
I am very surprised that particles would participate in raycasting, as they are gpu instances only. They are not actually 3D entities in the scene, but generated and rendered as geometry shaders on the graphics card. Ray casting occurs before all the geometry is sent to the graphics card. Have you tested turning the raycasting on and off while particles are visible to see if that is causing the slowdown?
Your code does not show the cursor or raycasting so I don't know if you are filtering entities, but it does not appear that you are using the class filter on your entities, so it appears that you are not filtering the raycaster.
QUESTION
I have the following code in index.html:
...ANSWER
Answered 2019-Mar-20 at 04:46I was in the process of typing up a response, suggesting the use of the animation
component (included in 0.9.0
core) rather than a-animation
(deprecated, and removed in 0.9.0
), which I would still recommend in general practice, but I realized that the animations still do in fact fall out of sync.
I'm assuming this is due to any of the following:
- The extremely short interval (
dur
). The higher you set this, the less noticeable the timing issue. - A difference in overhead due to how the animated properties are targeted, e.g., raw property vs. attribute (using
setAttribute
under the hood). - IIRC, loops are set with either
setTimeout
orsetInterval
under the hood. Rather than rely on this, you may want to disable looping and trigger these animations by emitting a timed event so you can guarantee that they're executed simultaneously. You can create a custom component that does this using a throttledtick
handler,setTimeout
orsetInterval
.
I also suggest using either linear
or easeInOutQuad
for the easing as the default setting only eases in one direction, which can cause an undesirable effect.
Either way, you may want to submit this as a bug to the A-Frame repo: https://github.com/aframevr/aframe/issues/new
QUESTION
(Please excuse any formatting issues) I am trying to get a simple particle system to play with an OnTriggerEnter and stop with OnTriggerExit. Following the Unity API on particle systems (https://docs.unity3d.com/ScriptReference/ParticleSystem.Play.html). I developed the following code:
...ANSWER
Answered 2019-Mar-07 at 18:11As suggested:
The answer to my particular problem: "How to get an existing Unity ParticleSystem to play through script" (slightly more descriptive title). Has been solved. Please note further research is required to understand why the answer worked.
One setting in the ParticleSystem is called Prewarm. Enabling that setting allowed the system.Play and system.Stop code to start and stop the particlesystem. As previously stated, I as yet do not know why changing that setting to true (enabled) allowed the code to work.
No proper research was done. I was simply playing with settings, one at a time.
QUESTION
I'd like to have the particle system appear at the end of my project, like confetti. What I have is this, but it is not working, nor is setting the visibility to false, then true. Not sure which attribute I can use to set the visibility off, then on.
html:
...ANSWER
Answered 2018-Aug-17 at 20:43confetti.object3D.visible = false
or confetti.removeAttribute('particle-system')
QUESTION
I am trying to change the "startColor" field of the ParticleSystem in Unity 2017.
I try to write the code in 2 different ways in C#.
The first way is:
...ANSWER
Answered 2018-May-31 at 12:41QUESTION
I'm trying to get my player to light torches in a scene, but not quite sure how to do this.
I have a torch prefab that has a particle system. Each time the player's torch collides into an unlit torch, I would like that torch to start burning.
I have been trying to follow the docs but have not been able to understand (https://docs.unity3d.com/ScriptReference/ParticleSystem.html, https://docs.unity3d.com/ScriptReference/ParticleSystem.Play.html).
Also have this question posted here: https://answers.unity.com/questions/1491419/having-player-light-torches-using-particle-system.html
My current code is below. I have each torch object tagged as torch, and my player tagged as Player. All particle systems, except the player's torch, have 'Play on Awake' off and prewarm on.
Any advice or tips?
Thanks!
...ANSWER
Answered 2018-Apr-09 at 13:05I've used the following code in some of my projects:
QUESTION
Couldn't find any clear and straightforward answers to this question. Im using Aframe to build the intro page to a website (https://nightmarinparis.neocities.org/). The issue im having is turning the spinning Twitter and Instagram blocks into links.
What I want to happen:
- Box outline is highlighted when cursor touches box
- when clicked it should take me to a different webpage (ex: google.com)
So far this is all I have as far as the code. I feel like i've tried everything including the linkcontrols component given by AFrame (https://github.com/aframevr/aframe/blob/master/examples/showcase/link-traversal/js/components/link-controls.js). Any help accomplishing this would be amazing. Thanks in advance!
...ANSWER
Answered 2018-Mar-05 at 21:57This example should help: https://glitch.com/edit/#!/a-frame-mouse-click-example?path=index.html:1:0
For the hover, you could use the event_set component (though outline is a bit harder, perhaps there's an outline component out there) and then use js for click handlers to navigate to another url:
Hover example:
QUESTION
ANSWER
Answered 2018-Feb-16 at 19:27At the moment, we can't read the MinMaxCurve
from scripts, as per here: https://blogs.unity3d.com/2016/04/20/particle-system-modules-faq/ (scroll down to the Easing the Pain section).
However, your code returns not a MinMaxCurve
, but the Start Color
of type Color
that you can set via inspector or via script.
For example, if you create a Particle System
game object in a scene, and you attach to it this simple script:
QUESTION
I am trying to implement panorama feature in my code using A-frame and react.
This is my code in react. In my code, after the loadOne
function gets called, only one image appears on the screen if I just call the
But with , nothing is coming on the screen.
ANSWER
Answered 2017-Aug-01 at 16:57It's important to understand that A-Frame doesn't work with React out of the box.
Whenever you include a tag like in your JSX, React will expect it to match to an existing component. That's because all of the tags in JSX map to components (either built-in ones like
or custom ones).
So what you'll need to do is use a lib that wraps React component logic over these new vr tags like aframe-react
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