没有合适的资源?快使用搜索试试~ 我知道了~
Unity3d-Building-ScenesParticle-Systems中英文翻译.pdf
1.该资源内容由用户上传,如若侵权请联系客服进行举报
2.虚拟产品一经售出概不退款(资源遇到问题,请及时私信上传者)
2.虚拟产品一经售出概不退款(资源遇到问题,请及时私信上传者)
版权申诉
0 下载量 80 浏览量
2023-03-04
19:55:45
上传
评论
收藏 418KB PDF 举报
温馨提示
试读
18页
。
资源推荐
资源详情
资源评论
英文文献
Particle Systems
Particles are essentially 2D images rendered in 3D space. They are primarily used for
effects such as smoke, fire, water droplets, or leaves. A Particle System is made up of
three separate Components: Particle Emitter, Particle Animator, and a Particle
Renderer. You can use a Particle Emitter and Renderer together if you want static
particles. The Particle Animator will move particles in different directions and change
colors. You also have access to each individual particle in a particle system via scripting,
so you can create your own unique behaviors that way if you choose.
Please view the Particle Scripting Reference here.
The remainder of this page's text is from the Particle Component Reference pages.
Particle Components
Particle Systems
Particle Systems in Unity are used to make clouds of smoke, steam, fire and other
atmospheric effects. Particle Systems work by using one or two Textures & drawing them
many times, creating a chaotic effect
.
A Particle System included in the Standard Assets
A typical Particle System in Unity is an object that contains a Particle Emitter, a Particle
Animator and a Particle Renderer. The Particle Emitter generates the particles, the
Particle Animator moves them over time, and the Particle Renderer draws them on the
screen.
If you want your particles to interact with the world, add a Particle Collider Component to
the GameObject
.
Ellipsoid Particle Emitter
The Ellipsoid Particle Emitter spawns particles inside a sphere. Use the Ellipsoid
property below to scale & stretch the sphere.
The Ellipsoid Particle EmitterInspector
Properties
Emit
Min Size
Max Size
Min Energy
Max Energy
Min Emission
Max Emission
World Velocity
Local Velocity
Rnd Velocity
Emitter Velocity
Scale
Tangent Velocity The starting speed of particles along X, Y, and Z, across the Emitter's surface.
Simulate In World If enabled, the particles don't move when the emitter moves. If false, when you
If enabled, the emitter will emit particles.
The minimum size each particle can be at the time when it is spawned.
The maximum size each particle can be at the time when it is spawned.
The minimum lifetime of each particle, measured in seconds.
The maximum lifetime of each particle, measured in seconds.
The minimum number of particles that will be spawned every second.
The maximum number of particles that will be spawned every second.
The starting speed of particles in world space, along X, Y, and Z.
The starting speed of particles along X, Y, and Z, measured in the object's
orientation.
A random speed along X, Y, and Z that is added to the velocity.
The amount of the emitter's speed that the particles inherit.
Space move the emitter, the particles follow it around.
One Shot If enabled, the particle numbers specified by min & max emission is spawned all at
once. If disabled, the particles are generated in a long stream.
Ellipsoid Scale of the sphere along X, Y, and Z that the particles are spawned inside.
MinEmitterRange Determines an empty area in the center of the sphere - use this to make particles
appear on the edge of the sphere.
Details
Ellipsoid Particle Emitters (EPEs) are the basic emitter, and are included when you choose
to add a Particle System to your scene from Components->Particles->Particle System.
You can define the boundaries for the particles to be spawned, and give the particles an
initial velocity. From here, use the Particle Animator to manipulate how your particles will
change over time to achieve interesting effects.
Particle Emitters work in conjunction with Particle Animators and Particle Renderers to
create, manipulate, and display Particle Systems. All three Components must be present on
an object before the particles will behave correctly. When particles are being emitted, all
different velocities are added together to create the final velocity.
Spawning Properties
Spawning properties like Size, Energy, Emission, and Velocity will give your particle
system distinct personality when trying to achieve different effects. Having a small Size
could simulate fireflies or stars in the sky. A large Size could simulate dust clouds in a
musky old building.
Energy and Emission will control how long your particles remain onscreen and how many
particles can appear at any one time. For example, a rocket might have high Emission to
simulate density of smoke, and high Energy to simulate the slow dispersion of smoke into
the air.
Velocity will control how your particles move. You might want to change your Velocity in
scripting to achieve interesting effects, or if you want to simulate a constant effect like
wind, set your X and Z Velocity to make your particles blow away.
Simulate in World Space
If this is disabled, the position of each individual particle will always translate relative to
the Position of the emitter. When the emitter moves, the particles will move along with it.
If you have Simulate in World Space enabled, particles will not be affected by the
translation of the emitter. For example, if you have a fireball that is spurting flames that
rise, the flames will be spawned and float up in space as the fireball gets further away. If
Simulate in World Space is disabled, those same flames will move across the screen
along with the fireball.
Emitter Velocity Scale
This property will only apply if Simulate in World Space is enabled.
If this property is set to 1, the particles will inherit the exact translation of the emitter at the
time they are spawned. If it is set to 2, the particles will inherit double the emitter's
translation when they are spawned. 3 is triple the translation, etc.
One Shot
One Shot emitters will create all particles within the Emission property all at once, and
cease to emit particles over time. Here are some examples of different particle system uses
with One Shot Enabled or Disabled:
Enabled:
Explosion
•
Water splash
•
Magic spell
•
Disabled:
Gun barrel smoke
•
Wind effect
•
Waterfall
•
Min Emitter Range
The Min Emitter Range determines the depth within the ellipsoid that particles can be
spawned. Setting it to 0 will allow particles to spawn anywhere from the center core of the
ellipsoid to the outer-most range. Setting it to 1 will restrict spawn locations to the
outer-most range of the ellipsoid.
剩余17页未读,继续阅读
资源评论
G11176593
- 粉丝: 6702
- 资源: 3万+
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功