[SCRIPT / PARTICULES] Particle Playground
Re: [SCRIPT / PARTICULES] Particle Playground
Particle Playground de nouveau à 50% pour une durée de 24 heures, soit un prix de 30$
Pas d'aide par MP, le forum est là pour ça.
En cas de doute sur les bonnes pratiques à adopter sur le forum, consulter la Charte et sa FAQ
Re: [SCRIPT / PARTICULES] Particle Playground
Bonne occasion pour ceux qui hésitent encore. Je teste actuellement la version 2.0Beta et c'est très....prometteur.
J'ignore s'il y aura une augmentation du prix après la sortie de cette version.
J'ignore s'il y aura une augmentation du prix après la sortie de cette version.
Re: [SCRIPT / PARTICULES] Particle Playground
Il va rajouter quoi?????ZJP a écrit :Bonne occasion pour ceux qui hésitent encore. Je teste actuellement la version 2.0Beta et c'est très....prometteur.
J'ignore s'il y aura une augmentation du prix après la sortie de cette version.
Re: [SCRIPT / PARTICULES] Particle Playground
cayou66 a écrit :Il va rajouter quoi?????ZJP a écrit :Bonne occasion pour ceux qui hésitent encore. Je teste actuellement la version 2.0Beta et c'est très....prometteur.
J'ignore s'il y aura une augmentation du prix après la sortie de cette version.
Version 2.0
I. Multithread support
Calculation is revised to distribute over multiple threads and relieve main thread from most of
the Playground’s heavier computations. This improves performance for devices with multiple
CPUs, where each particle system will calculate on its own thread. Due to the current non
thread-safe Physics class, collisions which is dependent on raycasting will still calculate on the
main thread.
A wrapper used for manipulator transforms is introduced, called PlaygroundTransformC. This is
intended to replace Unity’s Transform class to be able to calculate on a second thread. Due to
this you need to reassign your transforms to your manipulators.
II. Event System
A new mechanic called ”Events” for particle systems is introduced. An event is a way of letting
one particle system talk to another when a certain action occurs. The event receiver must be
set to Source: Script to be able to receive events from the controlling particle system. The
receiver will list the controller(s) in its Source tab.
Current available events are birth, collision, death and timed.
III. Multiple Lifetime Colors as Color Source
Introducing a list of lifetime colors as Color Source where you can set as many gradients as
you please. Each particle will get paired with a gradient upon birth.
IV. Vortex Manipulator
A new velocity manipulator is introduced which simulates a swirling vortex. The swirl direction is
based on the manipulator’s transform upward axis, changing direction is just a matter of
rotating the transform.
V. Mesh Target Manipulator
Now you can send particles toward mesh vertices within the scene. Skinned- and procedural
meshes are supported as well. This makes you able to for instance emit from a skinned mesh
vertices towards another skinned mesh vertices. The Mesh Target have property abilities where
you can choose to either immediately set particles towards their target or transition in form of
strict linear or linearly interpolated movement. Each point is computed by a transform matrix.
Procedural meshes will produce memory garbage.
VI. 2D Collisions
A Collision Type is introduced where you can choose between 2D- and 3D collisions.
VII.Collision Plane Offset
You can now determine an offset in world space to a collision plane. This is useful if you for
instance want to use the particle system’s transform as a plane.
VIII.Improved Skinned World Objects with procedural support
Skinned World Objects has been improved greatly in terms of calculation time and the previous
garbage it produced. Should you have a mesh that is procedurally generated you can now also
determine to update mesh and normals just like with regular World Objects.
IX. Velocity Bending types
You can now switch between Source Position and Particle Delta Position when calculating
Velocity Bending. Source Position will calculate the difference between each particle’s
positioning and its source positioning. Particle Delta Position will calculate the difference
between the particle’s current and previous frame’s position. The difference is then passed in
as a normal into Vector3.Reflect to readjust current velocity path.
X. Enhanced GUI and workflow
It’s easier to manage your particle systems now through the improved home-screen of Particle
Playground. Presets are divided into ”User” and ”Examples”, all ”User” presets will be exported
to the final build of the project whereas an ”Example” won’t. Should you want to use
InstantiatePreset(”preset name”) on an ”Example” preset you need to press the button ”Convert
to User” found in the list presentation mode.
Re: [SCRIPT / PARTICULES] Particle Playground
Ça, je l'attendais !V. Mesh Target Manipulator
Re: [SCRIPT / PARTICULES] Particle Playground
Pas d'aide par MP, le forum est là pour ça.
En cas de doute sur les bonnes pratiques à adopter sur le forum, consulter la Charte et sa FAQ
Re: [SCRIPT / PARTICULES] Particle Playground
Ah ouais, le fameux logo horrible
Re: [SCRIPT / PARTICULES] Particle Playground
Il appelle ça 2 mais c'est le même package rassure moi !