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| == Usage == | | == Usage == |
| {{Table ComponentFields | | {{Table ComponentFields |
| |MotionVectorMode|MotionVectorMode| | | |Renderer|IParticleRenderer| |
| |MinStartLifetime|Float|The shortest amount of time a particle will potentially exist | | |Modules|{{RootFieldType|SyncRefList`1|[[Type:IParticleSystemSubsystem|IParticleSystemSubsystem]]}}|TypeAdv1=true| |
| |MaxStartLifetime|Float|the longest amount of time a particle will potentially exist
| | |UseSystemLocalScale|Bool| |
| |MinStartSize|Float|A multiplier for the smallest size a particle can potentially be
| | |ParticleScaleMode|ScaleMultiplierMode| |
| |MaxStartSize|Float|A multiplier for the largest size a particle can potentially be
| | |UseSystemLocalRotation|Bool| |
| |MinStartSpeed|Float|
| |
| The slowest a particle will potentially be emitted in meters per second
| |
| |MaxStartSpeed|Float|
| |
| | |
| The fastest a particle will potentially be emitted in meters per second
| |
| |MinStartRotation|Float|The lowest amount of degrees around its emission axis a particle will potentially be emitted at
| |
| |MaxStartRotation|Float|The highest amount of degrees around its emission axis a particle will potentially be emitted at
| |
| |MinStartAngularVelocity|Float|The lowest amount of spin a particle will potentially have on emission in degrees per second
| |
| |MaxStartAngularVelocity|Float|The highest amount of spin a particle will potentially have on emission in degrees per second
| |
| |Use3DRotation|Bool|Whether or not the particles will be affected by the 3D rotation inputs
| |
| |MinStartRotation3D|Float3|The lowest amount of degrees a particle will potentially be rotated by on emission as an Euler angle
| |
| |MaxStartRotation3D|Float3|The highest amount of degrees a particle will potentially be rotated by on emission as an Euler angle
| |
| |MinStartAngularVelocity3D|Float3|The lowest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle
| |
| |MaxStartAngularVelocity3D|Float3|The highest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle
| |
| |GravityStrength|Float|How strongly gravity affects the emitted particles as a multiplier (i.e. setting this to 1 applies standard Earth gravity)
| |
| |MinStartColor|ColorX|
| |
| |MaxStartColor|ColorX|
| |
| |UseColorOverLifetime|Bool|
| |
| |AlphaOverLifetime|{{RootFieldType|SyncLinear`1|[[Type:Float|Float]]}}|TypeAdv20=true|
| |
| |ColorOverLifetime|{{RootFieldType|SyncLinear`1|[[Type:ColorX|ColorX]]}}|TypeAdv21=true|
| |
| |Collisions|Bool|Whether or not the emitted particles will react to colliders
| |
| |Bounce|Float|A multiplier for the velocity lost when the particle collides with something (1 is a perfectly elastic bounce, 0.5 loses half speed on collision, etc)
| |
| |LifetimeLoss|Float|A multiplier for how much of its remaining lifetime a particle loses on collision
| |
| |Material|{{RootFieldType|AssetRef`1|[[Type:Material|Material]]}}|TypeAdv25=true|The material that will be used by the particles
| |
| |TrailMaterial|{{RootFieldType|AssetRef`1|[[Type:Material|Material]]}}|TypeAdv26=true|The material that will be used by the trails of the particles
| |
| |Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv27=true|The mesh (if any) that will be used by the particles.
| |
| |Alignment|ParticleAlignment|Facing: Particles always face the viewport position. Velocity: Particles face the direction they're moving. View: Particles align to the viewport plane. Local: Particles align with the space of this component. World: Particles align to the z-axis of the world. | |
| |LengthScale|Float|
| |
| |VelocityScale|Float|
| |
| |MinParticleSize|Float|
| |
| |MaxParticleSize|Float|
| |
| |ParticleTrails|ParticleTrailMode|PerParticle: Each particle gets a trail. Ribbon: One trail connects each particle in the order they were emitted.
| |
| |TrailRatio|Float|A multiplier for how likely a particle is to have a trail. Only affects PerParticle trail mode
| |
| |RibbonCount|Int|
| |
| |TrailMinimumVertexDistance|Float|
| |
| |TrailWorldSpace|Bool|
| |
| |TrailDiesWithParticle|Bool|Allows the trail to complete its full lifetime even if the particle it's attached to disappears
| |
| |ParticleSizeAffectsTrailWidth|Bool|Whether or not the particle size affects the trail width
| |
| |ParticleSizeAffectsTrailLifetime|Bool|Whether or not the particle size affects the trail lifetime
| |
| |InheritTrailColorFromParticle|Bool|Whether or not the particle color affects the trail color
| |
| |TrailTextureMode|ParticleTrailTextureMode|
| |
| |MinTrailLifetime|Float|The lower limit for how long the trail will last behind the particle
| |
| |MaxTrailLifetime|Float|The higher limit for how long the trail will last behind the particle
| |
| |MinTrailColor|ColorX|
| |
| |MaxTrailColor|ColorX|
| |
| |MinTrailWidth|Float|The lower limit for the potential trail width
| |
| |MaxTrailWidth|Float|The lower limit for the potential trail width
| |
| |GenerateLightingDataForTrails|Bool|
| |
| |Light|{{RootFieldType|RelayRef`1|[[Component:Light|Light]]}}|TypeAdv50=true|
| |
| |LightsRatio|Float|
| |
| |LightRandomDistribution|Bool|
| |
| |LightsUseParticleColor|Bool|
| |
| |SizeAffectsLightRange|Bool|
| |
| |AlphaAffectsLightIntensity|Bool|
| |
| |LightRangeMultiplier|Float|
| |
| |LightIntensityMultiplier|Float|
| |
| |MaximumLights|Int|
| |
| |AnimationTiles|Int2|
| |
| |AnimationCycles|Int|
| |
| |AnimationType|ParticleAnimationType|
| |
| |UseRowIndex|Int| | |
| |UseRandomRow|Bool| | |
| }} | | }} |
|
| |
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This article or section is a Stub. You can help the Resonite Wiki by expanding it.
A ParticleStyle defines the visual appearance for a ParticleSystem.
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. Some components stop their functionality when this field is disabled, but some don't.
|
Renderer
|
IParticleRenderer
|
|
Modules
|
list of IParticleSystemSubsystem
|
|
UseSystemLocalScale
|
Bool
|
|
ParticleScaleMode
|
ScaleMultiplierMode
|
|
UseSystemLocalRotation
|
Bool
|
|
Behavior
Common Transition Templates:
There are 6 quick transition templates for Fade In and Fade out. Alpha fades between 0 and 1 and Intensity fading between [0,0,0,1,sRGB]
(Black) and [1,1,1,1,sRGB]
(White)
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 AlphaOverLifetime
and ColorOverLifetime
, along with setting UseColorOverLifetime
to false
Examples
See Also