docs: update doc

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mob-sakai
2026-06-25 16:45:19 +09:00
parent ea2fcfd809
commit 42e4aa20e0
2 changed files with 15 additions and 9 deletions

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Copyright 2018-2024 mob-sakai Copyright 2018-2026 mob-sakai
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

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### 🔍 FAQ: Why Are My UIParticles Not Displayed Correctly? ### 🔍 FAQ: Why Are My UIParticles Not Displayed Correctly?
See [this issue](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/270).
If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points: If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points:
- [Shader Limitation](#shader-limitation) - [Shader Limitation](https://github.com/mob-sakai/ParticleEffectForUGUI#shader-limitation)
- `UIParticle` does not support all built-in shaders except for `UI/Default`.
- Most cases can be solved by using `UI/Additive` or `UI/Default`. - Most cases can be solved by using `UI/Additive` or `UI/Default`.
- Particles are not masked - Particles are not masked
- `UIParticle` is maskable. - `UIParticle` is maskable.
- Use maskable/clipable shader (such as `UI/Additive` or `UI/Default`)
- Set `Mask` or `RectMask2D` component properly. - Set `Mask` or `RectMask2D` component properly.
- [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such
as `UI/Additive` or `UI/Default`)
- Particles are too small - Particles are too small
- If particles are small enough, they will not appear on the screen. - If particles are small enough, they will not appear on the screen.
- Increase the `Scale` value. - Increase the `Scale` value.
- If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option. - If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option.
- Particles are too many - Particles are too many
- No more than 65535 vertices can be displayed (for mesh combination limitations). - No more than 65535 vertices can be displayed (for mesh combination limitations).
- Please set `Emission` module and `Max Particles` of ParticleSystem properly. - Please set `Emission` module and `Max Particles` of `ParticleSystem` properly.
- Particles are emitted off-screen. - Particles are emitted off-screen.
- When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from - When `Position Mode = Relative`, particles are emitted from the scaled position of the `ParticleSystem`, not from
the screen point of the ParticleSystem. the screen point of the `ParticleSystem`.
- Place the ParticleSystem in the proper position or try `Position Mode = Absolute`. - Place the `ParticleSystem` in the proper position or try `Position Mode = Absolute`.
- Attaching `UIParticle` to the same object as `ParticleSystem` - Attaching `UIParticle` to the same object as `ParticleSystem`
- `Transform.localScale` will be overridden by the `Auto Scaling` option. - `Transform.localScale` will be overridden by the `Auto Scaling` option.
- It is recommended to place `ParticleSystem` under `UIParticle`. - It is recommended to place `ParticleSystem` under `UIParticle`.
- If `Transform.localScale` contains 0, rendering will be skipped. - If `Transform.localScale` contains 0, rendering will be skipped.
- If you are using `Shape` module, please check whether the scale includes 0.
- Displayed particles are in the correct position but too large/too small - Displayed particles are in the correct position but too large/too small
- Adjust `ParticleSystem.renderer.Min/MaxParticleSize`. - Adjust `ParticleSystem.renderer.Min/MaxParticleSize`.
- If `Trails.RibbonCount` is greater than 1, the following error occurs frequently.
- `Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 660, VertexCount: 222`
- Adding a `UIParticle` to the parent is the recommended setup rather than attaching it directly to the `ParticleSystem`.
- When using `ParticleSystem.emission.rateOverDistance`, it is recommended to move the transform of `UIParticle` rather than the `ParticleSystem`.
- (v4.13.0, v5.0.0-preview.18) Try changing the `Default View Size For Baking` setting under `ProjectSettings > UI > UI Particle` to a value such as 100 or 1000.
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