![]() These must both be inserted in the script public variables and the script should be applied to a Shuriken particle system. As a general guideline, the gameobject scripts need to have one empty gameobject for the Pool (where instances of gameobjects for each particle are created) and a gameobject to be instantiated (this can be any scene item, even splines). Hope these help, please let me know if anything else is needed In v1.3 i have a new masked mesh emission script, that will also align the Shuriken mesh particles to the body normals, for extra utility. Particle painting and propagation system - (a gameobject painter is coming in v1.3)Īlso all systems can emit meshes from Shuriken, this is a bit different than the gameobject scripts (that support complex behaviors, procedural effects and animation to the gameobject particles for example) and you will normally use the non gameobject scripts for that. Mesh emission (skinned, animated and procedural)Īll forces, turbulence etc are compatible with all gameobject emissions and work the same as with particle variety emissions Systems and Emitters that support gameobjects: The "insect swarm" scene is a good example of gameobjects as particles (using the projection script, gameobject variety), these also support auto rotation towards the motion vector, so can easilly emulate insect (or bird) swarms with proper motion. ![]() ![]() There are ready prefabs and samples for both cases for all scripts. ![]() So to use gameobjects with one of the systems, use the gameobject variety of the scripts. Most emitter scripts have a gameobject equivalent, and all are compatible with all forces in the pack, so will be compatible with circular gravity (when "planar" is checked on the attractor script). ![]()
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