This user-friendly tool enables you to create impressive particle effects in your UI with a few clicks.
You can either create a new “Particle Image” object from the “GameObject” menu or pick one of the starter particle effect prefabs from the “Prefabs” folder and customize it to meet your specific needs using various settings.
UI Particle Image tool is a must-have for any Unity developer looking to add professional-grade particle effects to their UI. Try it out today and see the difference it can make in your project!
Hey, thank you for your interest! Currently, it doesn’t support simulation preview in the timeline, but you can send Play/Stop/Pause actions and/or change parameters over time from the timeline track
Great asset, thanks. Bought and rated with 5 stars
One thing I noticed… For Attractor if you choose Point Mode it works as expected. But if you select Surface Mode then it doesn’t work as expected if the Pivot is not the default (0.5, 0.5) for the target. Try it yourself by setting some weird pivot for the target (like 10,10) but leaving the target in place - you’ll see where the particles are attracted to.
Edit: Btw, I see in your code that besides Pivot you also rely on Size Delta of the target. That’s not reliable approach, as Size Delta depends on anchors. You should rely on physical center of the target and rect’s dimensions when calculating attractor’s target
“Can we directly access a particle image using a script? I’m curious about how to change the image. Do we have to use a specific method for this?”
“Is it possible to combine two images for a single particle? If so, could you please explain how to do this? In my attempts, even when I attach an image within another image, only the single image set in the particle image seems to move.”
Hi! Is it possbile to easily override particles layer for it to show on top of other UI?
It would be like a separate canvas for those I guess. Just would not like to create a canvas for every instance of the particle source.
There’s a pretty bad bug I’m consistently running into. If I apply a burst value, then adjust the “Rate per Second” value, my editor goes unresponsive stuck in Application.UpdateScene. I either have to wait for my PC to run out of memory(if it gets there), but more often I need to end task unity and lose my progress.
Does this support particles created using unity’s default particle system. I mean can you render the fx in the canvas created by using unity’s deafult particle system?