Component:ParticleSystem: Difference between revisions

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{{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 slot the emitted particles will operate under. (They are not actually placed under this slot, but they visually behave as though they are).
}}
}}


== Behavior ==
== Behaviour ==
The ParticleSystem component acts as the interface between a particle style and one or more particle emitter. With it, 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]]
[[Category:ComponentStubs]]
[[Category:ComponentStubs]]

Latest revision as of 15:36, 7 March 2024

Component image 
Particle System component as seen in the Scene Inspector


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Usage

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.
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 slot the emitted particles will operate under. (They are not actually placed under this slot, but they visually behave as though they are).

Behaviour

The ParticleSystem component acts as the interface between a particle style and one or more particle emitter. With it, 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.

Examples

See Also

Component:ParticleStyle

Component:PointEmitter

Component:CircleEmitter

Component:SphereEmitter

Component:CylinderEmitter

Component:ConeEmitter

Component:LineEmitter

Component:BoxEmitter

Component:SkinnedMeshEmitter

Component:MeshEmitter