![]() Lifetime Loss and Min Kill Speed can help to reduce the effects of residual particles following a collision. For example, gravel will tend to bounce off a hard surface when thrown but a snowball’s particles might lose speed during a collision. The Dampen and Bounce properties are useful when the particles represent solid objects. This size information is used to prevent clipping and avoid the sinking-in effect. The Particle Radius property addresses this issue by defining an approximate circular radius for the particles. This can result in a particle appearing to “sink” partway into a surface before stopping or bouncing. ![]() When collisions are enabled, the size of a particle is sometimes a problem because its graphic can be clipped as it makes contact with a surface. However, the scaling only applies to the visualization - the collision planes themselves extend infinitely through the scene. The gizmos can be shown as a wireframe grid or a solid plane, and can also be scaled. To assist with development, the planes will be shown as gizmos in the scene, regardless of whether or not the objects have any visible mesh themselves. The planes extend infinitely in the objects’ local XZ planes with the positive Y axis indicating the planes’ normal vectors. When Planes mode is enabled, a list of transforms (typically empty GameObjects) can be added via the Planes property. This option is useful for simple floors, walls and similar objects and has a lower processor overhead than World mode. (Colliders can also be disabled according to the layer they are on by using the Collides With property.) The popup also has a Planes mode option which allows you to add a set of planes to the scene that don’t need to have colliders. With Collision enabled, particles can collide with objects in the scene.Ī particle system can be set so its particles collide with any collider in the scene by selecting World mode from the popup. For example, water or debris should be obstructed by a solid wall rather than simply passing through it. When other objects surround a particle system, the effect is often more convincing when the particles interact with those objects. ![]() If enabled, particle collisions can be detected from scripts by the OnParticleCollision function. This affects how “watertight” the collisions are - at lower quality levels, particles may sometimes pass through colliders (World mode only). ![]() Particles will only collide with objects on the selected layers (World mode only). Particles travelling below this speed after a collision will be removed from the system.Īpproximate size of a particle, used to avoid clipping with collision planes (Planes mode only). The fraction of a particle’s total lifetime that it loses if it collides. The fraction of a particle’s speed that rebounds from a surface after a collision. The fraction of a particle’s speed that it loses after a collision. Size of planes used for visualization (Planes mode only). Selects whether the collision plane gizmos will be shown in the scene view as wireframe grids or solid planes (Planes mode only). Selects between World and Planes modes (see below for details).Īn expandable list of Transforms that define collision planes (Planes mode only). ![]() This module controls the way particles collide with solid objects in the scene. ![]()
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