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Particles System
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Unity for Beginners

Particles SystemParticles System

In Unity, a particle system is a powerful tool used for creating various visual effects such as fire, smoke, explosions, rain, sparks, and more. It's essentially a collection of small, simple objects (particles) that are generated and controlled dynamically to create complex effects.

When we create a particle system this is it’s interface in the inspector

Key properties:

Lifetime: Determines how long each particle exists before disappearing. Specified in seconds.

Start Color: Defines the initial color of particles when they are emitted. Can be a single color or a gradient, allowing for smooth color transitions.

Start Size: Specifies the initial size of particles upon emission. Size can be uniform for all particles or randomized within a range.

Start Speed: Sets the initial velocity of particles when they are emitted. Determines how fast particles move away from the emitter.

Rotation: Determines whether particles rotate and how they rotate over their lifetime. Rotation can add realism to effects like smoke, fire, or debris.

Emission

Rate Over Time: This property controls the number of particles emitted per second.

It's a straightforward way to adjust the density of particle effects.

For example, setting a rate of 10 particles per second means that every second, 10 new particles will be emitted from the emitter.

Bursts: Burst emission allows you to emit particles in bursts rather than continuously.

You can define specific intervals during which a large number of particles are emitted all at once.

This is useful for creating effects like explosions or sudden bursts of sparks.

Shape

Common Emission Shapes:

Point:

  • Emit particles from a single point in space;
  • Useful for creating effects like sparks, magic spells, or single-point explosions.

Sphere:

  • Emit particles from a spherical volume;
  • You can control the radius of the sphere, allowing for effects like smoke plumes or explosions that emanate outward in all directions.

Cone:

  • Emit particles in a cone-shaped area;
  • Parameters such as angle and length of the cone can be adjusted to control the spread and direction of particles;
  • Useful for effects like gunfire, rocket thrusters, or directional sparks.

Box:

  • Emit particles within a rectangular volume;
  • You can specify the dimensions of the box along each axis, allowing for precise control over the shape and size of the emission area;
  • Useful for effects like rain, snow, or debris falling within a confined area.

Mesh:

  • Emit particles from the surface of a 3D mesh;
  • Allows for more complex and customizable emission shapes based on the geometry of the mesh;
  • Useful for effects like sparks emanating from a metal surface or leaves falling from trees.

Additional Options and Parameters:

Randomize Direction: Some emission shapes allow you to randomize the direction of emitted particles, adding variation and realism to the effect.

Spread: Controls the spread or divergence of emitted particles within the shape. Higher spread values result in particles being emitted in a wider area.

Controle particles with script:

In the Start() method, the Play() method is called on the my_particles ParticleSystem component, causing it to start emitting particles. Immediately after calling Play(), the Stop() method is called on the same my_particles ParticleSystem component, causing it to stop emitting particles.

This is the official documentation from unity about the particles system: Particle System

1. What is a particle system in Unity?
2. What property controls the number of particles emitted per second in Unity's particle system?

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What is a particle system in Unity?

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What property controls the number of particles emitted per second in Unity's particle system?

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Section 5. Chapter 1
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