Component:ParticleStyle: Difference between revisions

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{{Infobox Component
{{Infobox Component
|Image=ParticleStyleComponent.png
|Image=Particlestyle.png
|Name=Particle Style
|Name=Particle Style
}}{{stub}}
}}
A '''Particle Style''' defines the visual appearance and behavior for a [[Component:ParticleSystem|ParticleSystem]].


A ParticleStyle defines the visual appearance for a [[Component:ParticleSystem|ParticleSystem]].
== Fields ==
 
== Usage ==
{{Table ComponentFields
{{Table ComponentFields
|Renderer|IParticleRenderer|
|Renderer|IParticleRenderer| How to render the particles for systems this is assigned to.
|Modules|{{RootFieldType|SyncRefList`1|[[Type:IParticleSystemSubsystem|IParticleSystemSubsystem]]}}|TypeAdv1=true|
|Modules|{{RootFieldType|SyncRefList`1|[[Type:IParticleSystemSubsystem|IParticleSystemSubsystem]]}}|TypeAdv1=true| A list of modules to influence how the particle system looks and behaves.
|UseSystemLocalScale|Bool|
|UseSystemLocalScale|Bool| Whether particles should rely on the particle system's simulation space for scale.
|ParticleScaleMode|ScaleMultiplierMode|
|ParticleScaleMode|ScaleMultiplierMode| How to scale particles during simulation for this style.
|UseSystemLocalRotation|Bool|
|UseSystemLocalRotation|Bool| Whether particles should rely on the particle system's simulation space for rotation.
}}
}}


== Behavior ==
== Usage ==
Common Transition Templates:
Used with a [[Component:ParticleSystem|ParticleSystem]] to create the visuals and behavior for particles. multiple <code>Modules</code> can be used to make a variety of effects. Ranging from wind, laser dust swirling after firing, beat visualizers, element bending, and even accretion disks from black holes, the possibilities are endless.
 
There are 6 quick transition templates for Fade In and Fade out. Alpha fades between 0 and 1 and Intensity fading between <code>[0,0,0,1,sRGB]</code> (Black) and <code>[1,1,1,1,sRGB]</code> (White)
{| class="wikitable"
!Transition
!Generated fade positions
|-
|Alpha Fade In & Fade Out
|0% - 10%, 90% - 100%
|-
|Alpha Fade In
|0% - 10%
|-
|Alpha Fade Out
|90% - 100%
|-
|Intensity Fade In & Fade Out
|0% - 10%, 90% - 100%
|-
|Intensity Fade In
|0% - 10%
|-
|Intensity Fade Out
|90% - 100%
|}
Clear Fades will clear all transitions on both <code>AlphaOverLifetime</code> and <code>ColorOverLifetime</code>, along with setting <code>UseColorOverLifetime</code> to false


== Examples ==
== Examples ==
{{stub}}


== See Also ==
== See Also ==
* [[Component:ParticleSystem|ParticleSystem]]


[[Category:Components:Rendering:Particle System{{#translation:}}|Particle Style]]
[[Category:Components:Rendering:Particle System{{#translation:}}|Particle Style]]
[[Category:Components{{#translation:}}|Particle Style]]
[[Category:Components{{#translation:}}|Particle Style]]
[[Category:ComponentStubs]]

Latest revision as of 00:10, 1 April 2025

Component image 
Particle Style component as seen in the Scene Inspector

A Particle Style defines the visual appearance and behavior for a ParticleSystem.

Fields

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.
Renderer IParticleRenderer How to render the particles for systems this is assigned to.
Modules list of IParticleSystemSubsystem A list of modules to influence how the particle system looks and behaves.
UseSystemLocalScale Bool Whether particles should rely on the particle system's simulation space for scale.
ParticleScaleMode ScaleMultiplierMode How to scale particles during simulation for this style.
UseSystemLocalRotation Bool Whether particles should rely on the particle system's simulation space for rotation.

Usage

Used with a ParticleSystem to create the visuals and behavior for particles. multiple Modules can be used to make a variety of effects. Ranging from wind, laser dust swirling after firing, beat visualizers, element bending, and even accretion disks from black holes, the possibilities are endless.

Examples

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See Also