I had a particle effect planned combining a specially shaped mesh and some texture animation, but for some reason when I set the particle to mesh the texture animation stops working. Am I doing something wrong?
Tested on several meshes and it works for me.
What does it do? Messed up animation or you see the whole texture on each particle?
thanks for the reply
hm, for me the texture displayed as static- I think the full texture was displayed and not a portion of it, so it was not a single frame of the animation.
I used a default sphere, and the material was transparent unlit cutout. when I switched to billboard the anim worked ok…
I will try with some imported meshes and see if it makes a difference
I am seeing this issue as well. Create a particle system with Renderer / Mode set to ‘Mesh’ and the texture animation stops. Set Renderer/Mode to billboard and the animation plays correctly.
This works fine for sprites, but is not useful for objects that require an orientation. Is there a way in Unity (without a custom script) to animate a texture on an object?
I thought Rich talked about the Mesh Shape mode, but indeed it seems you can’t animate with the Mesh Render mode!
I don’t think there’s a built-in way to animate textures, you’d probably have to do your own script or shader for this (changing UV coordinates or rapidly switching between different textures (the former would probably be better performance wise)).
do you think there would there be any way to sync the shader to particle life? or I guess particle life could be fixed and the animation speed randomised, so it still looks like the particles have different lifespans?
[quote=“system, post:6, topic: 484069, username:system”]
do you think there would there be any way to sync the shader to particle life?
[/quote]Seeing the scripting reference, I believe it would be possible: create a frame-controlling variable in the shader, and set it to the particle’s lifetime (ParticleSystem.Particle does have a lifetime property; you also have the startLifetime property if you need to clamp it to 0.0-1.0) using Material.SetFloat; I don’t know if the Mesh particle renderer actually uses the ParticleSystem.Particle struct though.