![]() ![]() These states are not compatible with animated skinned meshes in the scene due to their more complicated vertex access level - and the fact that they are live in the scene, therefore there's an extension for something the framework calls world objects and skinned world objects. ![]() ![]() On top of this there are some tools built in for ease of use for the more common tasks, for instance linear interpolation (lerp) of a complete pixel2particle object This makes it easy to blend between states, regardless whether they are images or meshes. Along with that you can additively add onto a state, where you for instance can store several meshes into one state. You can pass in an image or mesh with a couple of different parameters (for instance an image together with a depth map to give the image z-positions). The particles follow something the framework calls states, a state can be looked at as a snapshot where position, color and size is stored. The last couple of days I've been working on a framework for controlling the Shuriken particle system, where you can pass in an image or mesh and rebuild it as particles with a pool (for performance). The framework enables a couple of different methods to emit particles as well as control them with different forces during their lifetime.Ī new site is up showcasing the framework, try it out here: įeedback in the thread is more than welcome! Particle Playground is a toolset which enables you to be creative in new ways in terms of altering and rendering particles in Unity. ![]()
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