I’m trying to create a ParticleSystem made up of a pieces of a Mesh that has been destroyed (split up into pieces). Right now, I’m just generating a bunch of objects with colliders and MeshRenderers, but I expect a ParticleSystem would be more optimized.
ParticleSystem doesn’t seem to have an API for settings which mesh (from the list of meshes in the ParticleSystemRenderer) a specific particle is using. It does have a randomSeed property (on ParticleSystem.Particle and ParticleSystem.EmitParams) that seems to control it deterministically, but which seed corresponds to which mesh is arbitrary. If I could figure out that mapping (which seems to change based on the number of meshes in the list), I could reverse that mapping and set the mesh index!
So, I guess I have a few questions:
a) Is there a better way to do this?
b) If not, are there plans to add an API? (it wouldn’t be useful for my game though, as we’re shipping soon)
c) What API or algorithm is randomSeed using to generate the mesh list index?
Thanks!