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Merge branch 'develop' into develop-preview
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@@ -185,6 +185,12 @@ _This package requires **Unity 2019.3 or later**._
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- **Scale**: Scale the rendering particles. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported.
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- **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip,
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use this to mark as animatable.
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> [!TIPS]
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> (Unity 2021.1 or later) **Custom Animatable Properties**
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> From the `Add Custom...` menu in `Animatable Properties`, you can add fields located outside the `Properties` block in the shader as `Animatable Properties`.
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> This allows `Matrix`, `Matrix Array`, `Float Array`, and `Vector Array` values modified by the `ParticleSystemRenderer.SetPropertyBlock` method to be automatically reflected in UIParticle.
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- **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can
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be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly.
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- **None:** Disable mesh sharing.
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@@ -204,9 +210,14 @@ _This package requires **Unity 2019.3 or later**._
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- **Time Scale Multiplier:** Time scale multiplier.
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- **Rendering Order**: The ParticleSystem list to be rendered. You can change the order and the materials.
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**NOTE:** Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order
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> [!TIPS]
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> Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order
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and z-position.
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> [!TIPS]
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> When a `GameObject` with this component is selected in the editor, a temporary `ParticleSystem` is added if needed so you can preview the effect in the Scene view.
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> The generated `ParticleSystem` is marked with `HideFlags.DontSave`, so it is neither saved nor included in builds.
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<br><br>
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### Basic Usage
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@@ -216,6 +227,10 @@ and z-position.
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2. Adjust the ParticleSystem as you like.
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> [!Tips]
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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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<br>
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### Usage with Your Existing ParticleSystem Prefab
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@@ -277,13 +292,35 @@ uiParticle.Stop();
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- **Unscaled Time:** Update with unscaled delta time.
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- **OnAttracted**: An event called when attracting is complete (per particle).
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<br><br>
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### Component: ParticleSystemPreviewer
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`ParticleSystemPreviewer` is used to preview a ParticleSystem in the editor.
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- When a `GameObject` with this component is selected in the editor, a temporary `ParticleSystem` is added if needed so you can preview the effect in the Scene view.
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- The generated `ParticleSystem` is marked with `HideFlags.DontSave`, so it is neither saved nor included in builds.
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<br><br>
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### Project Settings
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You can adjust the project-wide settings for `UI Particle`. (`Edit > Project Settings > UI > UI Particle`)
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- Click `Edit > Project Settings` to open the Project Settings window and then select `UI > UI Particle` category.
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#### Settings
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- **Enable Linear To Gamma**: Automatically correct the color space of the mesh.
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- **Default View Size For Baking**: Default view size for baking particle systems.
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#### Editor
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- **Hide Generated Component**: Automatically hide the generated `UIParticleRenderer` component and `UIParticle BakingCamera`.
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- **Preview On Select**: When selecting UIParticle, a temporary ParticleSystem is generated for preview.
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<br><br>
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@@ -348,33 +385,39 @@ uiParticle.Stop();
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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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