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Particle system: custom bounding box (AABB)

Discussion in 'General Graphics' started by CGDever, Dec 20, 2020.

  1. CGDever

    CGDever

    Joined:
    Dec 17, 2014
    Posts:
    156
    Hi here!
    I have to make a particle system position & vertex animation (shader).

    Basically everything is fine with an animation of particles, BUT I have a huge problem with the bounding culling system.

    Since the particles move far from their original positions, the built-in bounding system doesn't work at all.
    Everything would be amazing if I would be able just set my own fixed bounding box for particle system.
    I need just set static AABB and nothing more.

    Is it possible?????

    PS: If no: unity guys, would you be able to introduce such a cool feature for particle system?
     
  2. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,282
    You can force the bounds to be bigger by adding additional particles that are very far apart. For example one at 10,000, 10,000, 10,000 and one at -10,000, -10,000, -10,000. We currently dont have any plans to support custom bounds although I believe this is possible with the VFX system.
     
  3. CGDever

    CGDever

    Joined:
    Dec 17, 2014
    Posts:
    156
    At least I can see particles all the time XD
    I am not an AABB expert, is it possible to override particle AABB and activate/deactivate gameObject if it's visible/invisible? Or maybe somehow to add my own culling system?
     
  4. karl_jones

    karl_jones

    Unity Technologies

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    May 5, 2015
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    8,282
  5. CGDever

    CGDever

    Joined:
    Dec 17, 2014
    Posts:
    156
    Thank you! It was helpful!
     
    richardkettlewell and karl_jones like this.