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Magical Box
1.15
Modular Particle Engine for Unity3D
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Name - name of the Particle systemAutoPlay - whether the Particle system starts playing automatically when starting the game or selecting it in the editorSingleShot - whether to play once or repeat playingInfinite - determines if the Particle system has a duration. Note that emitter's percentual age is fixed to 0.5 (50%) if Infinite is set.Treshold - determines the initial particle bufferBlocksize - the number of particles added to the buffer each time the treshold exceeds
Timewarp - determines the number of seconds the Particle system advances without rendering when starting to playStepSize - determines the delta time used when timewarping. A value of 0.1 means that particles will be calculated every 0.1 seconds when timewarpingThe timeline is used to arrange emitters within a Particle system time frame. From an emitter's point of view the following is happening when you start playing a Particle system:
Delay is reachedDuration time.Using the "Auto" button trims the particle system duration to match all emitters. Using the "Max" button on an emitter row set the duration to match particle system's end time.
The data provided in the statistics tab can be valuable when optimizing your particle systems:
Active - number of currently active particles for the whole system and each emitterIdle - number of currently idle particlesMax Render - Max particles rendered since the particle systems starts playing. Basically it's a good idea to have the treshold slightly higher than this valueDeath: Age - Particles died because their age exceedsDeath: Color - Particles died because their colors alpha falls below 0. See Color parametersDeath: Size - Particles died because their size falls below 0. See Size/Size3Death: Zone - Particles died because of a zone parameter. This is reserved for future updates but may be used for your own zone parametersDeath: User - Particles died because of a user parameter. See MBDeathReasonMax->Threshold - Sets the particlesystem's respective the layer's trehshold to Max Render