Particle component analysis

1. GameObject → Create Other  →  Particle System。

2. Select Particle System and you can see the following properties:

3.Particle System:

 

Duration: particle emission time (set to 5 seconds, particles are emitted every 5 seconds).
Looping: Whether to generate particles in a loop (check if you want to continue emitting; otherwise, turn off Looping).
Start Delay: Whether to delay the emission of particles when they are first generated. (If set to 5, particles will not start to be emitted until 5 seconds have elapsed. The default is 0).
Start Lifetime: Particle life cycle (if set to 5, it means that the particles will disappear after 5 seconds after being emitted).
Start Speed: The initial speed when the particle starts.
Start Size: The initial size of the particles when they start.
Start Rotation: The initial rotation angle when the particle starts.
Start Color: The initial color when the particles start.
Gravity Modifier: The degree to which particles are affected by gravity.
(The default value is 0, which means that the particles are not affected by heavy particles, so they will keep floating upward. When the value increases, the particles will fall down.)
Simulation Space: The coordinates of the particle system are world coordinates/object own coordinates.
Play On Awake: When the particle system is created, particles will be automatically generated.
Max Particles: The maximum number of particles the particle system can produce.
(Assuming it is set to 100, when the number of particles in the scene reaches the upper limit of 100, the emitter will temporarily stop emitting particles, and will not continue to emit until some particles disappear.)

4.Emission:

 

Rate: 

Time: How many particles are generated in one second.

Distance: How many particles are produced in one meter.

Bursts: In this time period, how many particles areproducedto this second, hereThe maximum value of Time is the value of Duration.

5.Shape:

Shape: The shape of the emitter.
The shape of the Sphere, Hemisphere, Box, and Mesh emitter will affect the direction of the example.

EX: 
Shape: Cone
Angle: Launch angle
Radius: Launch range (radius) Volume Shell Volume Base Shell (Shell outer layer-hollow)Base (filled-solid) Emit form:
Length: Emission range (length)




6.Renderer:

 

Billboard:
Stretched Billboard stretch mode
Horizontal Billboard horizontal mode
Vertical Billboard vertical mode

Material: Set the material of the particle system
Cast Shadows: Whether the particles generate shadows
Receive Shadows: Whether the particles accept shadows

 

Guess you like

Origin blog.csdn.net/XYH_78/article/details/130291779