Particle Systems Flashcards
What does a Particle system do
It stimulates and renders many small images or meshes, called particles, to produce a visual effect.
How does the Particle system work
Each particle in a system represents an individual graphical element in the effect.
The system simulates every particle collectively to create the impression of the complete effect
What are particle systems good for
Particle systems are good for when you want to create dynamic objects like fire, smoke, rain liquids because it’s difficult to depict this kind of object with a mesh(3D) or sprite(2D)
Mezhes and sprites are better at depicting solid objects such as a house or car.
In Unity you get. (relating to particle systems)
A Built in Particle system and a visual effect graph
What are image effects
Image effects are standard assets that provide a quick, simple way to change the look of your game
Image effects in Unity work by providing an extra post processing pass per frame manipulating the pixel context to alter the image.
Are image effect resource intensive
That is true. The more image effects you add, and heavier you process your images, the lower your framerate is likely to be as a result
Where can you get particle effects images
From the Unity asset store and other places online. Or you could make your own
Ie, Bloom, depth of field, tone mapping, color correction
Particle system components
Particle system components simulates fluid entities such as liquids, clouds, flames etc. By generating and animating large number of small 2D images in the scene
Modules in Particle systems
Each module can be expanded and collapsed and there is a checkbox that can be used to enable or disable functionality of the properties in that section The open editor button shows the options In a separate window.
The resimulate checkbox
The resimulate checkbox determines whether or not property changes should be applied immediately to particles already generated by the system, or left as they are.
Particle system options
Emissions, shape, velocity over lifetime and limit, inherit velocity, force over lifetime, color over lifetime, color by speed, size over lifetime, size by speed, external forces, collisions, sub emitters, texture sheet animations, renderer, can change the shape in which the particles travel, cone, sphere, etc, and gravity, drops to the ground fast which is high gravity or floats around which is low gravity