And best of all you can make money in doing so thanks to the Super Amazing Asset Store Team. So now you can go crazy with extending the framework, giving presets new abilities through your own scripts (look at the Laser preset for an example), or just come up with new combinations of settings. A good way of determining how a preset will be like for a customer that doesn't own PP is to enable debug mode on the Inspector (in v1.13+) - where PP's editor scripts will stop the layout for the particle systems and the manager. Keep in mind that if you do any scripted presets you have to think of the customers that won't have the ability to customize the particle system. If a customer doesn't have PP he or she cannot edit the preset (at least in an intuitive way) where they'll lack the editor scripts. I reworked that model thank god and came up with a solution where your published preset will always run, no matter if the customer has PP installed or not. #Particle playground grid random size fullI've learned that serialization and dependencies can be really confusing, but as long as you manage to keep inside the AssetDatabase and do very few of your own fileIO stuff you're kind of in a safe spot.Īnyhow my first solution was to stump the exported package with a non-running version of a preset, where the full PP-framework was required for it to run - meaning you would probably have to tackle a lot of "this doesn't work" from customers. #Particle playground grid random size how toThere has been a lot of back and forth with this how to tackle what technically can be done vs not distributing the entire PP-framework in a single preset package. What it basically means is that you're encouraged to create particle presets and publish to the Asset Store. Thanks for the tip, Fluidsim is an interesting plugin! I agree, OpenCL would be the choice, Dx11 is far too limited of a platform. I'm not there as a programer yet with the GPU, so I figure I stick to areas I can evolve better right now. I've been in contact with David Helgason a bit about it and it looks like Unity devs can give some (limited) input around that area, which would be a great help in the first steps. Still planing on going with GPU acceleration, but first I want to try to take another route which involves threading. I need to implement it directly into PP, figure it's the best way to get user feedback and data from machine hardware at the same time. Happy you're onboard the beta! I'll get back to you with the details later on. If you feel like I missed something please get back to me, preferably with an image if you can. It sounds a bit though like what you would experience if new particles would emit after the manipulator has passed, but having a larger manipulator always covering the entire area during its period of fire should solve it (if you move it from start to end while scaling you should be able to simulate the moment of combustion as well). It's possible to color in range of the manipulator and set the new color during the lifetime by enabling or disabling Only Color In Range (see attached image), this should also work with lerp transitions both ways. It sounds like you could use a larger size of your manipulator (unsure about how it will work with your implementation), either a box-shaped where you resize the extents or a spherical where you change the size. I'm happy to hear that you're using it in your game! Let's try to figure out what could be the issue. #Particle playground grid random size mac osIt will be interesting to see what unity does in this regard as apparently even mac os mavericks doesn't support Opengl computer shaders, only opencl. You might want to do what the fluidsim plugin does and have a cpu based version that anything can use and then add additional support for opengl acceleration and directx11 support with them being used if available on the platform. I can get it to change the colours when the manipulator moves over them but as soon as the manipulator moves past them they return to their normal colour.Īlso if there is any beta stuff you want tested I am happy to test it out.īy the way, are you still planning on making your own gpu accelerated particle system ? If so you might want to either wait for unity to release whatever cross platform computer option they decide on or make your own opencl dll and use that rather than just directx 11 compute shaders. To do this I want to be be able to send a colour manipulator backwards down the spine and colour all the particles. In my game the user can pick up powerups that set fire to the spline and make it change colour. I'm attaching a particle emitter to the spline, moving it along it and setting the particle lifetime based on the length of the spline so that they disappear at the end of the spline. Hi Save is there any way of making the changes that manipulators make to particle properties permanent for them until they die ? I've got my dynamic plasma spline working quite well with particle playground except for the colour change I want.
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