hello…
have you used particles to create mist or ambient fog…
what setting in the particle render or particle emitter is the correct to scale every particle plane?
i tried to do a mist ambient with particles but from far looking, the particles looks like various little clouds…
thanks
EDIT:
I got the optimum values for a great mist ambient…
is there a way to stop emiting particles when emittion reaches a desired level?..
If you just want a set of particles to hand indefinitely in the air, you should set the minimum and maximum energy to a very large value (say 100000000 or something). This will keep them alive much longer than the game will last. Then, use the One Shot setting to ensure the particles only get generated once at the start. If the particles move then they are likely to drift away from their emitter’s location regardless of the settings. If this is what you are doing, you just need to balance the emission rate with the energy to ensure a roughly constant number of particles at any one time.
Hi all,
I’m new at Unity and I playing with the particle system. I got the same problem that you trying to build a sort of mist/static cloud and at the end I positioned the particles using an script and removing the animator component.
The system work doing that:
1.- Uncheck the “emit” check box.
2.- Remove the animator component
3.- Use an script, in the Start function, like this one:
int i = 0;
yourParticleEmitter.emit(numberOfParticlesThatYouNeed);
Particle[] p = yourParticleEmitter.particles;
while(i < numberOfParticlesThatYouNeed)
{
//Put here your algorithm to deploy the particles
p[i].position = new Vector3(x,y,z);
p[i].size *= yourSizeVariation
i++;
}
//This is necessary to update the particles
mist.particles = p;
I hope that this script will be useful for anyone like me!