Component image 
Mesh Emitter component as seen in the Scene Inspector

The MeshEmitter component allows for emitting particles from a mesh.
This is part of the Photon Dust system by Frooxius
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
System
|
ParticleSystem | The particle system to get data from like style and particle count limits. |
Rate
|
Float | how fast to emit particles into the system. |
BurstOnActivatedMin
|
Float | The minimum value of the range of particle count to be emitted when activated as a burst. |
BurstOnActivatedMax
|
Float | The maximum value of the range of particle count to be emitted when activated as a burst. |
BurstOnStart
|
Bool | Whether or not particle bursts should be done on spawn. |
EmitFrom
|
MeshEmissionSource | What parts of the mesh to emit from for the specified mesh. |
UseVertexColors
|
Bool | Whether or not to use interpolated vertex colors of the mesh this is emitting from. |
DirectionMode
|
MeshEmitterDirection | How to determine the emission direction of particles emitted from this mesh. |
Direction
|
Float3 | Which direction in local space to shoot particles emitted by this emitter. |
RandomDirectionWeight
|
Float | How much to randomize the velocity of new particles (this is a magnitude) |
ColorTexture
|
Texture2D | The texture to sample from for the particle starting color, which is sampled from the texture via the uv coordinate of the mesh surface the particle was emitted from. |
WrapMode
|
WrapMode | How to wrap the texture sampling for the particle color when the uvs are beyond a 0 to 1 range. |
UVOffset
|
Float2 | How much to offset the UVs before sampling for particle color. |
UVScale
|
Float2 | How much to scale up/down the UVs before sampling for particle color. |
ClipRect
|
Nullable`1<Rect> | Particles will only emit if the mesh surface uv is within this clip rectangle. |
Mesh
|
Mesh | The mesh to use for particle emission. |
Usage
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Examples
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