Hi, I’m trying to make a persistant particle system using meshes. The point is that animating particles through code is not easy for me, so I would like to use the particle system from unity, but that’s not quite performant in my project due to the amount of particles being draw. I hardly never work with the particle system so I’m not familiar with it.
What I would like to know is if there is some way to get the position and rotation of every particle when it stops moving. Knowing that, I can “add it to a mesh” and then destroy the particle system.
Any suggestion or advice is appreciated, thanks!
Particles do, in fact, have a collider system with the sub emitters. You can add a sub emitter and place your colliders to capture the particles as they hit and obtain that data.
You’re right, I don’t know why it doesn’t come to mind. I think it would do the trick, Thanks.
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honestly I work with particles through SetActive
that`s small example from my simple game which I create and teach
//particle effect ornage morkovka
public GameObject fruitboxpe;
//particle effect red morkovka
public GameObject fruitpe2;
//gribs particle effects
public GameObject gribseffectactivate;
//gribs deactivate particle effects
public GameObject gribsdeactivateeffect;
public AudioSource fruitground;
public AudioSource pointscore;
// Use this for initialization
void Start()
{
theGM = FindObjectOfType<GameManager>();
//theGMscore = FindObjectOfType<GameManager>();
//partical effects
fruitboxpe.SetActive(false);
fruitpe2.SetActive (false);
gribseffectactivate.SetActive(false);
gribsdeactivateeffect.SetActive(false);
}
I know what my tips not powerful like MisterSkitz , but maybe this tips help you in your projects