I’m trying to create a ParticleEmitter through script, but the AddComponent is failing because it says ParticleEmitter is abstract. What alternate type and namespace should I use? I can’t find the Ellipsoid in the component reference. Thanks.
_ParticleEmitter =
(UnityEngine.ParticleEmitter)
_GameObject.AddComponent(typeof(UnityEngine.ParticleEmitter));
Can't produce abstract class
UnityEngine.GameObject:AddComponent(Type)
ParticleImposter:SpawnParticleSystem() (at Assets/2-Scripts/Misc/ParticleImposter.cs:18)
I created an emitter in the editor and referenced it, but I should be able to create an emitter like any other object.
I’m having another issue with the ParticleEmitter. ParticleEmitter.Emit takes a position value. Unfortunately, no matter what position I specify, the particle appears in a random location within the ellipsoid. I tried using simulate world on and off and the same thing occurs.
I was hoping to directly control placement.
I also tried modifying the ParticleEmitter.particles by providing a new particle list, but that appears randomly as well.
I must’ve foobar’d something. I created a simple project for manual particle placement and it works just fine.
112059–4297–$ellipsoid001_767.zip (472 KB)
The performance on particle systems is pretty good too. I can update 10,000 billboards while still maintaining 80 FPS fullscreen on a mediocre laptop. That’s great. And modifying Vector3 positions in the Particle copy should be thread safe, so a lot can be going on.
112061–4299–$ellipsoid002_172.zip (477 KB)
Please report the above problems as bugs if you haven’t.
Also, nice tree ball.
Manipulating the Particles are thread safe as you can see here. Great FPS, 10k particles everything is moving.
112121–4300–$ellipsoid003_972.zip (478 KB)