I’m wondering if there is a way in the editor to have the particles already emitted once the scene is started vs. starting the scene and having the particles begin emitting. My example is I have a close up of smoke; 2-3 seconds after the scene starts is the sweet spot- the area I want the player to see. Instead of them starting the scene and watching the smoke begin to emit, I want them to open up straight into the sweet spot. Is there a way to do that in the editor, or can it only be done in code, or neither?
That’s awesome. Thanks Eric. ![]()
Thank you, Eric. I’m pretty unfamiliar with scripting, however. How would I go about entering that?
particleEmitter.Simulate(1.0);
Note that it seems to not be accurate with large numbers, so if you want something like 10 seconds, try this instead:
for (i = 0; i < 10; i++) {
particleEmitter.Simulate(1.0);
}
–Eric
Specifically, the reason it doesn’t work well with big numbers is Simulate doesn’t spawn particles across the time range. So works for one shot emitters, but if you emit over time and you simulate for 2 seconds, you’ll have a bunch of particles that are at the 2 second position, and a gap where no new particles have been created.
That’s why its a good idea to use Eric5h5’s suggestion of running simulate multiple times.
I’d actually wondered why this was the case, thanks for the Info ![]()