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[LIGHTNING DEAL !!!] Particle Dynamic Magic 2 - Advanced FX Framework (Decal, Particle, Spline, AI)

Discussion in 'Assets and Asset Store' started by nasos_333, Apr 8, 2014.

  1. Hemath

    Hemath

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    Hi!
    Really sorry that I packed the wrong script in the previous package. This one is correct, and the UI button can work. When clicking on the third button "start propagation", the warning message will raise. (And init directly when declareing can't solve the problem)

    I have tested your scene. I find that you have already attached the components before entering play mode, but that is not what I want (T_T). I try to make a new particle system (only an empty gameobject attached with particle system) when clicking the button in the runtime, and make the new particle system start collision and propagation (attach related components to it and set proper parameters) when clicking other buttons, and the whole procedure are all implemented in code (that is already written in the new script I packed in the package), not in edit mode by hand.

    By the way, I find if the gameobject mode in ParticlePropagationPDM is <enabled> in edit mode, then whether disable or enable ParticlePropagationPDM in runtime, it can both propagate "Gameobj"(the gameobject in this parameter, not the propagation particle)?

    Thank you very, very much for helping me out! <3
     

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  2. nasos_333

    nasos_333

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    I see, though not sure what is the difference than just instantiate this full prefab and then tweak it and use it.

    Why need to be all new for example ?
     
  3. Hemath

    Hemath

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    Hi~
    Is the "full prefab" means the whole system that includes: 1) a gameobject attached with a particle system and ParticleCollisionPDM, 2) a gameobject attached with another particle system and ParticlePropagationPDM, 3) a gameobject that will be instantiated on hit points, 4) an instantiated gameobject pool?

    My reason for making everything new is that I'm trying to get full control of particles in play mode. Thus if everything can be made that will be of the highest priority. But if this really can not be implemented, maybe I will consider making full prefabs, like the whole system I mentioned. I'm thinking if I use this whole system to implement collision and propagation, what about if I also want the already existed particle to emit from a mesh or to make a spline? I will also need to make these "new" relevant components in runtime, right? Unless I make a huge prefab that includes all the function (and that is a little ridiculous anyhow?). In one word, if everything can be made that will be of the highest priority~

    I also noticed you have mentioned that SKinnedPArticleEmit_StaticNonPrefab must be enabled in the editor, and that function maybe can not be made runtime? Do I understand correctly? And is there any function that can not be made runtime?

    Thanks again... My thanks are running out of words, hahaha.
     
  4. nasos_333

    nasos_333

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    Something like these is possible, but will require specific scripting to get all working same time.

    I have such an example script in the music transitions system, it essentially spreads various particles in various mesh-splines, and in decal like ways and can act as a base to see how to implement something like it.

    For sure though this is not trivial, and depends a lot of what need to be done as is very case specific. The transitions script offers a sample of what could be a more global controller for that, but of course there is many other ways this could be implemented, so i can guide to something like that, but need to have very specific exact specs of what need to be done to help more.

    I also think you can do anything basically as described, step by step and all in script, but this needs a lot of extra work and testing to see what extra might be needed and what to create and reference when and where. Generally would be easier to have a base system that works and toggle only the needed particle for example, having one big prefab with all needed particles disabled at first and enable each as needed, after reference it in the propagation scripts.

    Some resets may also be needed in the script variables and maybe do the Start() as public and re-run it, if need the effects to restart from zero each time.
     
    Last edited: Jun 23, 2021
  5. Hemath

    Hemath

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    Get it! It will be a lot of help if you can tell me which function can not be made runtime at the bottom (or all functions can be made in theory, just need huge extra work? I want to make sure~)

    It's 2 a.m. here and I have to go to rest now. zZZZ
    I will digest your suggestion tomorrow... and THANKS!
     
  6. nasos_333

    nasos_333

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    I guess all can be used at run time, the extra work depends on which and what need to be done
     
  7. Hemath

    Hemath

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    Hi nasos~

    I'm following your suggestion to make prefabs. And now I have trouble when using SKinnedPArticleEmit_StaticNonPrefab.

    You have mentioned in the documation that this effect must first be enabled in the editor, but though I did this, the particle seemed still not to work well after I hit play -- the particle just emitted like a tiny tail.
    upload_2021-7-4_2-6-41.png
    Then still in play mode, if I click on the gameobject with the particle component in the hierarchy, the particle would act correctly (though I don't know why). But if I build the scene into .exe, the particle in .exe still emitted like a tiny tail.

    Here is the test scene (I also want to upload the exe file, but sadly 19.2MB is already too large to upload). A thousand thanks for your help!
     

    Attached Files:

  8. nasos_333

    nasos_333

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    Hi,

    What is the purpose of the effect, need to emit from the skinned mesh for example ?
     
  9. nasos_333

    nasos_333

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    Hi,

    I found the issue, in newer Unity seems initialization of particle is bit different, so i did some changes and seem to work now, i will send in PM asap and let me know if works
     
  10. Hemath

    Hemath

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    Yes, I want to emit from the skinned mesh, and I'm using Unity 2020.1.
    Thanks for your quick reply! You're awesome! It will be updated in a new version and I should download the package in the unity asset store, right? Waiting for the new version~
     
  11. nasos_333

    nasos_333

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    I sent a patch to test it, install it and let me know if works, i sent in PM in the forum here.
     
  12. nasos_333

    nasos_333

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    Particle Dynamic Magic v2.6 has been released at the Unity Asset Store !!!
    (Advanced FX Creator has also been upgraded with the Particle Dynamic Magic v2.6)

    Particle Dynamic Magic v2.6
    - Fixed an issue with one of the skinned mesh emission scripts, where particles would not appear in build.
    - Added particle flow on spline system
    - Added new demo scenes (Wild Fires, Skinned mesh emission, Particle Flow on Spline and Music particles)
    - Added Beta of new GPU particle system, this is experimental and TBD if kept in its current state and also is in heavy development, so use with care.
    - Added Beta of the new 3D Fluids module
    - Added demo of the v3.0 Beta of the system with the GPU Particles and Fluids


     
    Last edited: Nov 24, 2021
  13. look001

    look001

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    Particles look very nice! How can I get a -87% reduced price? Should i write you a PM? Also I don't understand the upgrade guide. If I buy Global Illumination Proxy, can I upgrade for 15$ to Sky Master Ultimate and then to Particle Dynamic Magic 2 for 20$? So in the end Sky Master Ultimate and PDM2 is only 40$? That sounds too good to be true :D Please clarify this for me. Thank you so much for your asset, they are wonderful!
     
  14. nasos_333

    nasos_333

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    Hi,

    There is currently a general offers period, that is why is indeed too good, but is true :)

    You can buy Global Illumination Proxy, then upgrade to Sky Master ULTIMATE for $30, then to Advanced FX Creator for only $9 (-87%), for total of 29+30+9 = $68 for all

    But since GI Proxy is included in Sky Master ULTIMATE, i would suggest to get Ethereal that is on -50% discount at $39, then upgrade to Sky Master ULTIMATE for $15, then to Advanced FX Creator for $9, for total of 39+15+9 = $63 for all

    From the Sky system can also upgrade to InfiniGRASS for $15 and to InfiniTREE for $9.

    Note that to enable upgrade prices, must do the purchases in a separate orders after have the upgrade from asset in your library, e.g. after have Ethereal can buy the sky, after have the sky, then can put InfiniGRASS, InfiniTREE & Advanced FX Creator in same order and all will have the discount price.
     
  15. nasos_333

    nasos_333

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    More photos:









    In celebration of the 10th perfect review for InfiniCLOUD, ARTnGAME holds a Lightning !!

    Buy InfiniCLOUD (-50% Off in Unity Sale - $25 vs $50) and can access all ARTnGAME assets for just $17 each !!! Limited time offer !!

    Save $big on getting the whole ARTnGAME library !!!

    Note that Sky Master ULTIMATE users will also enjoy great discounts to the upcoming assets including:
    PANGAEA (GPU based Terrain generation)

    Sky Master ULTIMATE URP-HDRP
    InfiniGRASS STUDIO: Massive GPU Vegetation
    TREANT Tree Generator
    LightFLOW: 2D-2.5D Impostor Volumetrics
    Oceanis: GPU Water and Ocean
    InfiniCREATURE (Skinned mesh customizer)
    Glamor (Image FX Suit)
    MassAI (massive AI agents system)
    PANGAEA CityGEN (procedural - web based city generator)
    PANGAEA VoxelGen (map voxelizer suit)


    InfiniCLOUD Upgrades to:

    Sky Master ULTIMATE : Volumetric Skies & Weather - $17
    InfiniGRASS: GPU vegetation - $17
    InfiniRIVER: GPU Fluids - $17
    ORION: Spece scene generation - $17
    Ethereal URP: Volumetric Lighting - $17
    InfiniTREE - $17
    Toon Effects Maker - $17
    Advanced FX Creator - $17
    Particle Dynamic Magic - $17

     
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