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|Name=Particle System | |Name=Particle System | ||
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The ParticleSystem component acts as the interface between a particle style and one or more particle emitter. | |||
== Usage == | == Usage == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|MaxParticles|Int| | |MaxParticles|Int| | ||
|Style|'''[[Component:ParticleStyle|ParticleStyle]]'''|TypeAdv1=true| | The maximum particles controlled by this component that can exist at any given time. | ||
|SimulationSpace|{{RootFieldType|RootSpace}}|TypeAdv2=true| | |Style|'''[[Component:ParticleStyle|ParticleStyle]]'''|TypeAdv1=true|The ParticleStyle component that this component is using. | ||
|SimulationSpace|{{RootFieldType|RootSpace}}|TypeAdv2=true|The coordinate space the emitted particles will do calculations and physics under. (They are not actually placed under this slot, but they visually behave as though they are). | |||
}} | }} | ||
== | == Behaviour == | ||
With a particle system, multiple emitters can use the same source [[Component:ParticleStyle|ParticleStyle]]. Alternatively, multiple ParticleSystems can be used with the same style but different simulation spaces to avoid the need for multiple style components. This is especially handy when properties of the style need to be dynamically changed as it can be done fro ma centralized location. | |||
== Examples == | == Examples == | ||
== See Also == | == See Also == | ||
[[Component:ParticleStyle]] | |||
[[Component:PointEmitter]] | |||
[[Component:CircleEmitter]] | |||
[[Component:SphereEmitter]] | |||
[[Component:CylinderEmitter]] | |||
[[Component:ConeEmitter]] | |||
[[Component:LineEmitter]] | |||
[[Component:BoxEmitter]] | |||
[[Component:SkinnedMeshEmitter]] | |||
[[Component:MeshEmitter]] | |||
[[Category:Components:Rendering:Particle System{{#translation:}}|Particle System]] | [[Category:Components:Rendering:Particle System{{#translation:}}|Particle System]] | ||
[[Category:Components{{#translation:}}|Particle System]] | [[Category:Components{{#translation:}}|Particle System]] | ||
Latest revision as of 17:51, 23 October 2024
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This article or section is a Stub. You can help the Resonite Wiki by expanding it.
The ParticleSystem component acts as the interface between a particle style and one or more particle emitter.
Usage
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. |
MaxParticles
|
Int | The maximum particles controlled by this component that can exist at any given time. |
Style
|
ParticleStyle | The ParticleStyle component that this component is using. |
SimulationSpace
|
direct RootSpace | The coordinate space the emitted particles will do calculations and physics under. (They are not actually placed under this slot, but they visually behave as though they are). |
Behaviour
With a particle system, multiple emitters can use the same source ParticleStyle. Alternatively, multiple ParticleSystems can be used with the same style but different simulation spaces to avoid the need for multiple style components. This is especially handy when properties of the style need to be dynamically changed as it can be done fro ma centralized location.