Note that Distance mode is only available when Simulation Space is set to World in the Particle System section. This is very useful for simulating particles that are actually created by the motion of the object (eg, dust from a car’s wheels on a dirt track). If Distance mode is selected then a certain number of particles are released per unit of distance moved by the parent object. The rate of emission can be constant or can vary over the lifetime of the system according to a curve. The number of particles emitted per unit of time or distance moved (selected from the adjacent popup menu).Īllows extra particles to be emitted at specified times (only available when the Rate is in Time mode). The properties in this module affect the rate and timing of particle emissions. On the other hand, when particles are used to create a spark between two electrodes, the spark should move along with the object. Systems like clouds, hoses and flamethrowers will tend to leave trails that persist in world space even if the object producing them moves around. The Inherit Velocity and Simulation Space properties together determine whether the particles move with the particle system object or independently in the game world. All particle systems use the same gravity vector specified in the physics settings but the Gravity Multiplier value can be used to scale the gravity or switch it off if set to zero (dust clouds will fall to earth but not at the same rate as solid objects). Also, all of these properties can have randomised values in a range specified by curves. The “Start” properties (for lifetime, speed, size, rotation and color) specify the state of a particle on emission but other property groups (such as Size Over Lifetime) can modify the values as the system progresses. This means you can create, say, smoke in short puffs or in a steady stream. The system emits particles for a specific duration but can be set to emit continuously using the Looped property. Older particles will be removed when the limit is reached. The maximum number of particles in the system at once. Should particles be animated in the parent object’s local space (and therefore move with the object) or in world space?ĭoes the system start automatically when the object is created? ![]() A value of zero will switch gravity off.ĭo the particles start with the same velocity as the particle system object? Scales the gravity value set in the physics manager. The initial rotation angle of each particle. The initial speed of each particle in the appropriate direction. If enabled, the system will be initialized as though it had already completed a full cycle (only works if Looping is also enabled).ĭelay in seconds before the system starts emitting once enabled. If enabled, the system will start again at the end of its duration time and continue to repeat the cycle. This module contains global properties that affect the system overall. ![]() The Wireframe button shows the outlines of the mesh objects used to show the particles in the scene. The Resimulate checkbox determines whether or not property changes should be applied immediately to particles already generated by the system (the alternative is that existing particles are left as they are and only the new particles have the changed properties). The Open Editor button shows the options in a separate editor window that also allows you to edit multiple systems at once. For example, if you don’t want to vary the sizes of particles over their lifetime, you can simply uncheck the Size over lifetime section.Īside from the module bars, the inspector contains a few other controls. At the left side of the bar is a checkbox that can be used to enable or disable the functionality of the properties in that section. Each section can be expanded and collapsed by clicking the bar that shows its name. ![]() The Particle System component has many properties and for convenience, the inspector organises them into collapsible sections or “modules” described below. For a full introduction to particle systems and their uses, see the manual page. A Particle System component simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene.
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