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Particle Effect Using Prewarm

Discussion in 'Editor & General Support' started by Mr Turnip Head, Jun 26, 2012.

  1. Mr Turnip Head

    Mr Turnip Head

    Joined:
    Feb 9, 2010
    Posts:
    34
    I have a Stretched Billboard Particle effect setup where a line of particles go straight up in a regular pattern to create an animated dashed line effect. As it want this to be at full length when I start the game I enable Prewarm. However I get a gap in the effect where it misses a particle out. How can I stop this from happening?
     
  2. Moonjump

    Moonjump

    Joined:
    Apr 15, 2010
    Posts:
    2,397
    If you have Prewarm, I guess you are using Shuriken?

    If I scripted Simulate on the particle emitter in the old system I got a gap like you mention. I got around it by using Simulate with a smaller value repeated several times in a loop. I don't know if you have script access to this in the new system, but this could work if you do.
     
  3. andrew-fray

    andrew-fray

    Joined:
    Jul 19, 2012
    Posts:
    134
    I'm getting a missing particle with stretch billboard too. Anyone found a way around this?
     
  4. greenpower

    greenpower

    Joined:
    Jan 8, 2013
    Posts:
    4
    As moonjump said. If you can create a script then attach it with this:

    void Start () {

    EllipsoidParticleEmitter emitter = (EllipsoidParticleEmitter)transform.GetComponent("EllipsoidParticleEmitter");
    for (int i = 0; i < 10; i++)
    emitter.Simulate(0.1f);

    }

    I used an EllipsoidParticleEmitter, but this should work using any particle emitter type you have, I guess. Good luck!
     
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