UnityEngine.ParticleEmitter is abstract and 10k performance

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. :slight_smile:

Manipulating the Particles are thread safe as you can see here. Great FPS, 10k particles everything is moving.

112121–4300–$ellipsoid003_972.zip (478 KB)
112121--4301--$ellipsoid003_106.jpg