![]() ![]() Due to the structure of Playground and if you're into scripting, you can extend a lot of any missing areas quite easily to add any functionality you're missing out on. The vision for Playground has never been to replicate what Shuriken already does, but crucial features to make interesting effects need to be supported of course (such as the lights module and some of the trail functionality). The list goes on a bit, however Playground is still missing some key features implemented recently into Shuriken, but that has always been the case since the very beginning of the framework. Another thing is the Snapshot functionality to jump or interpolate between particle systems, or the particle recording with time scrub ability. I believe the biggest differences are the source positions from splines, textures and paint, then we have the Manipulator functionality with numerous ways to alter particles depending on their world position. ![]() Again, thanks for all your patience and understanding, it means a great deal!Ĭlick to expand.They are still widely apart with what you can achieve and how you go about creating a particle system effect. ![]() Please let me know if you experience any issues with the 3.1 update. There is a great deal in the backlog at the moment regarding trails which I had to postpone to get this version out, for example point creation smoothing and mesh combining.įor more please see the version history document.Īs this version was so behind schedule it has been running in an internal beta to allow much quicker iterations, in case you are one of those who signed up for the beta testing crew and wonder why you didn't receive your invitation (you are of course in for the larger future updates). More updates will come in this area to further optimise and improve their functionality. The trails are now making use of a pool to remain more efficient, you can now also set the layer from the Inspector. You can now specify the quantity of emitted particles on Event Targets as well as spreading their velocity using spherical or minimum to maximum Vector3 values. By default a new seed will be generated when the particle system launches, but if you disable Random Seed On Enable you will get a predictable outcome of the Source Scatter, velocities, rotations and lifetime values. The randomly generated values within a particle system now uses a seed which can be manually set in Advanced > Seed. The export issue seen in version 3.0.3 of preset packages is also taken care of. In here you can create, rename and remove categories as well as select multiple presets to move, remove or publish them. You can now manage particle system presets and their categories in Window > Particle Playground > Presets > "Manage Presets". This is the first step of many to align and then improve upon Shuriken with Unity's recent additions, definitely more to come! Also including support for separate rotation axes (3d rotations), this is only available in Unity 5.5 due to a Unity bug in 5.3 and 5.4 where a particle's 3d rotation wouldn't apply through script on X and Y axis. This regards any thrown exceptions and warnings, Editor GUI issues and broken features. This is a performance improvement which benefits all particle system setups on all platforms which has ability to run on several CPUs. The multithreading aggregation has been improved to not allocate fresh memory over calculation calls. Here is a first step aiming to get Playground back on track and keep up with the great additions made to Shuriken. I know 2016 has been a year of waiting for many of you, and I want to express my gratitude for the level of humble understanding many of you have shown, even though I barely couldn't deliver anything back to the community during last year. Before I answer any of your questions I just want to announce that Particle Playground 3.1 is finally available. ![]()
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