mob-sakai / particleeffectforugui Goto Github PK
View Code? Open in Web Editor NEWRender particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
License: MIT License
Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
License: MIT License
Not a bug, this is just a reminder for everyone,
If you have fog in your scene all canvas particles will have the fog apply
Use custom shaders to ignore the fog
how to make particle already emitted not follow emit transform?
I try simulation space to world but is wont't work after add ui particle script
ref: #33
Hi, I get trouble with particle system but luckily I found your awesome repo.
But I'm now stuck with the particle size (like below image).
I tried increase Start size but the particles won't be bigger.
My Unity version: 2018.2.1f1
Canvas Render mode: Screen Space - Overlay
Hope to find the solution soon.
Scripts\Editor\UIParticleEditor.cs :602
#if UNITY_2019_1_OR_NEWER
float radius = Call<float> (typeof (Handles), "DoSimpleEdgeHandle", Quaternion.identity, Vector3.zero, shapeModule.radius, true);
#else
float radius = Call<float> (typeof (Handles), "DoSimpleEdgeHandle", Quaternion.identity, Vector3.zero, shapeModule.radius);
#endif
Thank you.
from #15
New scaling system solves the particle effect scaling problem in most cases.
New scaling system scales particle effect well even if you change the following parameters:
env: Unity 2018.2.17f1
When using Screen Space - Overlay
mode, any Grid
mode texture sheet animation is extremely small and need UISprite.scale
set to over 40 to get almost the same size.
Hi Mob, thank you for awesome Plugin! It working great, but have 1 inconvenience, when i use Scale factor, particle scaled, but shape of it not scale, it's still small like image bellow, i'm use canvas overlay, i must scale transform of particle to make it working correct. Please check it out, thank you so much!
And why did you need to provide Scale factor when we can use Transform Scale?
Applying the UI particle component to the ParticleSystem will result in two same particles.
Is there a way to avoid it?
ParticleSystemにUI Particleコンポーネントを適用すると、パーティクルが2重に発生します。
回避する方法はありませんか?
env: Unity 2018.3.5f1 / UI Particle v2.1.1
When serializing private fields, Unity will throw a warning about default values. So there should be:
string m_Name = null;
ShaderPropertyType m_Type = ShaderPropertyType.Color; // or any other default one
Or #pragma
to suppress those warnings...
env: Unity 2018.2.17f1
When using Screen space - Overlay
and UI scale Mode Scale with screen size
, Canvas.scaleFactor
should take into account inside UpdateMesh()
I change ParticleSystem's Render-Mode from Billboard to Mesh,Unity crashed.
Is UIParticle support the Mesh mode?
I add many issues with, UnityUIExtensions using UIParticleSystem with Unity 2018.2.18
Yours worked out of the box, first try. Amazing.
Just appreciate you sharing this.
It was or changing Canvas Render Mode
to Screen Space - Camera
and fixing all UI scaling, tremendous & painful work.. or using ParticleEffectForUGUI
First, thanks for this great plugin :)
I found 2 issues, when using particles in World Simulation Space:
All of this happens in Unity 2018.3.* - didn't test in older versions
Great assets, works well.
Just one minor issue:
When using the new prefab system from 2018 I get a massive error spam.
Probably because there's no real camera when editing the prefab in the new prefab view.
private void Start()
{
ParticleSystem.MainModule main = _ps.main;
main.stopAction = ParticleSystemStopAction.Callback;
}
private void OnParticleSystemStopped()
{
CObjectPool._pInstance.PoolObject(gameObject);
}
Callback not working when use UIParticle
I am using Canvas with Render mode- Screen Space - Overlay
I also have a camera set to Solid Color (black) and Culling Mask is Everything, if that matters.
Added a particle into the Canvas as a child, and added UIPartcile and pressed FIX to update Particle Children, everything works perfectly in Editor, while on Android i do not see the particle.
There are no LOG errors - which means it's not shaders or material missing.
I guess it just shows up but hidden for some reason.
Test in Unity 2018.2.0f2
Install UIParticle with Unity Package Manager!
Find the manifest.json file in the Packages folder of your project and edit it to look like this:
{
"dependencies": {
"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#2.0.0",
...
},
}
To update the package, change #2.0.0
to the target version.
Hi
Thank you for releasing the awesome UI Particle plug-in,
and please understand that my English is awkward.
There is something that seems to be a bit of a problem when I test it.
I opened the project that I uploaded as an example to Unity (2018.2.5f1) and it worked without any problem. However, changing the Canvas's RenderMode to ScreenSpace-Overlay did not seem to work.
I thought it was a problem in the UIParticle.cs to call the BakeMesh function with the Camera as an argument even though it was not based on CameraRenderMode. In fact, it was too small to render.
To make it work as intended, I need to raise the Scale of the RectTransform to 60, as in the example in ConvertParticlesToUIVertex.
I wonder if the intended behavior is correct.
World simulation bug due to transform movement have been fixed
solve #41
First of all, thank you for this amazing asset!
Regular mask component works just fine, but Rect mask 2D doesn't work as intended.
UIParticle does not instantiate new material on playing.
See attached screenshot. 11.8 Kb for particle meshes alone. It's just too much allocations which will incur hiccups and frame skips spent on GC Collect every now and then (it's every ~10 frames on my desktop target - see the second screenshot). GC Collect is much heavier in real cases with actual gameplay stuff going on as the heap is bigger both in terms of memory and objects count, not to mention mobile targets.
Is there a way to completely remove these allocations?
New scaling system solves the particle effect scaling problem in most cases.
New scaling system scales particle effect well even if you change the following parameters:
NOTE: If upgrading from v1.1.0, readjust the UIParticle.Scale property.
Hey,
on the pictures below you see a particle behind a blue box.
Picture 1: A particle is scaled by 200. Particle size: 1. Doesn't respect render order.
Picture 2: Another particle is scaled by 1 but the particle size is set to 200. Works nicely.
Picture 3: Both particles are enabled and both are working nicely(?!).
Picture 4: That's the canvas that was used.
Honestly, this is not a big issue since everything works fine as long the particle scale is left untouched. Thank you for making this amazing plugin~ ^__^
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