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There's a global 'Force' property that can be used to emulate wind, its a Vector3 that will be applied uniformly to all the particles in a field...
@RazT Its not ideal but URP doesn't seem to populate Camera.current, if you're not attempting to use soft particles (where the particles fade as...
@castor76 URP support is unchanged, the Unlit shaders work as expected and I'm using it in a few URP projects now. In terms of life time, the...
Hi @pierre92nicot, You'll need to create a custom PAPF shader and a material that uses it, then change the field's material type to Custom and...
@zelmund glad its working, that means its a variant issue. Using multi_compile forces the variant you need to be included but may also add some...
@magique @NuclearC00kie I'm not working on URP support yet, it's API needs to stabilize a bit. How's your experience been working with it?
Hi @zelmund Just to confirm, you're enabling stretch at runtime and in the editor the particles stretch and orient in the direction they are...
@magique Sounds like a culling issue. PAPF controls its Renderer's bounds, that Unity uses for frustum culling, by setting its Mesh's bounds to...
@iGames LWRP is not supported right now, but the unlit material variants will work with LWRP as does the code (except for the null reference on...
The performance problem was related to modifying the particle count every frame which caused an expensive mesh rebuild, a similar effect (for...
Is there any way I could achieve these kinds of shadows with TextMeshPro? I'd be up for modifying the shader but wouldn't mind some direction on...
Hi @FrogMedic, glad you're liking it, the custom vertex program is the SineField demo, it uses a custom vertex shader to add a sine wave to the field
Hi @Ascensi I've not tried Enviro, the documentation doesn't say if its easy to access wind direction etc but as long as it does I imagine it...
Hi @clagrens, just to check, do you need the normals pointing away from the center of the particle?
Are you creating the field at runtime? PAPF makes heavy use of shader_features (which directional is one of) that strip shader variants that...
I haven't tried it past 2018.1.1 yet, I'll have a look
@erikparr you can use your own mesh by extending MeshParticleGenerator returning your mesh instead of generating one, but the mesh data gets...
@OneOfHaze If you've recently updated the project to 2017 and you originally imported PAParticleField in a different Unity version it should...
@Mr-Oliv There's an API for setting up some of the initial states of particles by using or extending...
@secondsight_ PACloudController is mostly that behavior, it takes several particle fields, which are assumed to be it's children and spread out,...