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Copyright 2018-2024 mob-sakai
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Copyright 2018-2026 mob-sakai
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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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@@ -364,33 +364,39 @@ You can adjust the project-wide settings for `UI Particle`. (`Edit > Project Set
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### 🔍 FAQ: Why Are My UIParticles Not Displayed Correctly?
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See [this issue](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/270).
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If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points:
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- [Shader Limitation](#shader-limitation)
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- `UIParticle` does not support all built-in shaders except for `UI/Default`.
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- [Shader Limitation](https://github.com/mob-sakai/ParticleEffectForUGUI#shader-limitation)
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- Most cases can be solved by using `UI/Additive` or `UI/Default`.
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- Particles are not masked
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- `UIParticle` is maskable.
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- Use maskable/clipable shader (such as `UI/Additive` or `UI/Default`)
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- Set `Mask` or `RectMask2D` component properly.
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- [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such
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as `UI/Additive` or `UI/Default`)
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- Particles are too small
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- If particles are small enough, they will not appear on the screen.
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- Increase the `Scale` value.
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- If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option.
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- Particles are too many
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- No more than 65535 vertices can be displayed (for mesh combination limitations).
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- Please set `Emission` module and `Max Particles` of ParticleSystem properly.
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- Please set `Emission` module and `Max Particles` of `ParticleSystem` properly.
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- Particles are emitted off-screen.
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- When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from
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the screen point of the ParticleSystem.
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- Place the ParticleSystem in the proper position or try `Position Mode = Absolute`.
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- When `Position Mode = Relative`, particles are emitted from the scaled position of the `ParticleSystem`, not from
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the screen point of the `ParticleSystem`.
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- Place the `ParticleSystem` in the proper position or try `Position Mode = Absolute`.
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- Attaching `UIParticle` to the same object as `ParticleSystem`
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- `Transform.localScale` will be overridden by the `Auto Scaling` option.
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- It is recommended to place `ParticleSystem` under `UIParticle`.
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- If `Transform.localScale` contains 0, rendering will be skipped.
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- If you are using `Shape` module, please check whether the scale includes 0.
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- Displayed particles are in the correct position but too large/too small
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- Adjust `ParticleSystem.renderer.Min/MaxParticleSize`.
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- If `Trails.RibbonCount` is greater than 1, the following error occurs frequently.
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- `Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 660, VertexCount: 222`
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- Adding a `UIParticle` to the parent is the recommended setup rather than attaching it directly to the `ParticleSystem`.
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- When using `ParticleSystem.emission.rateOverDistance`, it is recommended to move the transform of `UIParticle` rather than the `ParticleSystem`.
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- (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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<br>
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