A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.
A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]]. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.
== Usage ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|System|'''[[Component:ParticleSystem|ParticleSystem]]'''|TypeAdv0=true| the particle system this emitter is a part of.
|ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv10=true| The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from)
|ColorTexture|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv10=true| The texture to use as the colors of the emitted particles (samples the color of this at the UV position of the mesh section it was emitted from)
|WrapMode|WrapMode| How to wrap the UV sample coordinates of the mesh.
|WrapMode|WrapMode| How to wrap the UV sample coordinates of the mesh.
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}}
}}
== Behavior ==
== Usage ==
== Examples ==
== Examples ==
Latest revision as of 14:39, 16 June 2025
Component image
Skinned Mesh Emitter component as seen in the Scene Inspector
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A skinned mesh renderer can be used to emit particles from either the vertices, edges, or faces of a SkinnedMeshRenderer. The colors of the particles can be made to be the colors of certain points of a texture, which is sampled via which point on the skinned mesh renderer the particle is emitted from.