Using a Vector3 or Transform will determine the sort origin from a point in world space. When using Lifetime Sorting: Nearest Neighbor/Reversed you can now specify the origin method by Source Point (as previous), Vector3 or Transform. Sorting particles within the particle system is now available in the Rendering tab. Texture Sheet Animation (for particle UVs) is now implemented directly into the Particle Playground Inspector. To refresh the scrambled sorting you can call yourParticleSystem.RefreshMaskSorting(). For performance and more versatile use you can now enable and disable the particle mask (rather than by setting Particle Mask to other than 0). Sorting methods for the particle mask by linear, reversed and scrambled is introduced. This can be useful when working with any linearly positioned particles (using Playground Splines, Lifetime Positioning or Overflow Offset). Using Particle Array will color the particles linearly using the array of particles as time for evaluating the color gradient, where leftmost color in gradient is the first particle and rightmost color is the last particle. Using Lifetime will apply the gradient over a particle’s lifetime (as previously). The Color Method lets you determine how particles get their gradient colors distributed. This can be used to remove any unwanted colors which can come in handy if your texture doesn’t have alpha but instead a solid background color. You can now filter out a desired color (with spreading option) when creating a State. Will make particles target a State (pixels/vertices) within a Property Manipulator. Use the Target Method to determine if particles should position over the Spline Time or the Particle Time. You can now target splines using a Property Manipulator set to Spline Target. You will find it in the Forces > Force Annihilation tab. When having transition enabled you determine the amount to transition with a normalized AnimationCurve, where 1 on the X-axis means full lifetime and 1 on the Y-axis means full interpolation time. The Lifetime Sorting will still remain intact.Įvery particle can now transition back to their source position during their lifetime. For instance a Lifetime Emission of 0.5 will emit all particles during the first half of the specified Lifetime. Essentially this lets you emit particles during a specified period of time and break the otherwise obvious Lifetime Sorting pattern. It’s now possible to specify the Lifetime Sorting pattern over a normalized Lifetime Emission value (Particle Settings > Lifetime > Lifetime Emission). Previously you may have experienced jaggy movement especially on heavier scene setups.Ī new size option to particles is introduced where you can set the size depending on the particle’s position in the array over a normalized AnimationCurve (X:0 means first particle and X:1 means last particle). Each particle also has an individual calculation check to not interfere with final output when Sync Particle To Main-Thread is enabled. This was to create an overall smooth particle repositioning and give better time sync. Preparation, calculation and final particle output has been restructured. This also lets you pause an effect by setting Time Scale to 0. You can now set the simulation time seamlessly (Advanced > Time Scale). Prewarming is multithreaded for performance. Use Prewarm Lifetime Cycles to determine where in its lifetime it should start and Prewarm Cycles to determine how many calculation steps should be used (higher means more accurate but will demand more CPU). See the Square Frame preset for example use.Ī particle system can now prewarm its simulation upon creation (Advanced > On Load > Prewarm). You can specify if the particle distribution should see the source as separate or conjoint transforms, this has effect on how particles birth positions are placed and noticeable when working with any method reading the particle array linearly (for instance Overflow Offset, Lifetime Sorting: Linear/Reversed, Particle Mask and Color Method: Particle Array). Introducing the possibility to create source positions from a list of transforms. See the example scenes found under the Splines folder for more details how to work with splines and particles. A Playground Spline is not exclusive for particles, you can use it for any other component as well. A particle system can emit from the spline, use it as an alternative to Lifetime Positioning and target it with a Spline Target Manipulator. Introducing the Playground Spline component to create and edit splines in the scene.
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