The Particle System Curves editor has the following buttons: For information on using curves, see the documentation on Editing Curves. For example, for a game set in icy conditions, you could use an extra animation curve to control the emission rate of a particle system to show the player’s condensing breath in the cold air. Particle System curves are similar to Animation curves Allows you to add data to an imported clip so you can animate the timings of other items based on the state of an animator. To edit a curve, click and drag an end point or key to reshape the curve: When you set a property to Curve or Random Between Two Curves, the Particle System Curves editor appears at the bottom of the Inspector: Random Between Two Curves: Two curves define the upper and lower bounds of the value at a given point in its lifetime the current value varies randomly between those bounds.Random Between Two Constants: Two constant values define the upper and lower bounds for the value the actual value varies randomly over time between those bounds.Curve: The value is specified by a curve/graph.Constant: The property’s value is fixed throughout its lifetime.Unity provides several different methods of specifying how this variation happens: Many of the numeric properties of particles or even the whole Particle System can vary over time. The buttons at the top of the panel can be used to pause and resume the simulation, or to stop it and reset to the initial state. The playback time can be moved backwards and forwards by clicking on the Playback Time label and dragging the mouse left and right.
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The Particle Count indicates how many particles are currently in the system. The Playback Time indicates the time elapsed since the system was started this may be faster or slower than real time depending on the playback speed. The Playback Speed allows you to speed up or slow down the particle simulation, so you can quickly see how it looks at an advanced state. More info See in Glossary contains a small Particle Effect panel, with some simple controls that are useful for visualising changes you make to the system’s settings. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. When a GameObject with a Particle System is selected, the Scene view An interactive view into the world you are creating. See documentation on the Particle System component and individual Particle System modules to learn more. Additionally, you can edit one or more systems at the same time using a separate Editor window accessed via the Open Editor button in the Inspector. Because the component is quite complicated, the Inspector is divided into a number of collapsible sub-sections or modules that each contain a group of related properties.
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More info See in Glossary > Effects > Particle System).
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Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. A GameObject can contain any number of components. More info See in Glossary) or adding the component to an existing GameObject (menu: Component A functional part of a GameObject.
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More info See in Glossary > Effects > Particle System A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. A GameObject’s functionality is defined by the Components attached to it. The Built-in Particle System uses a component, so placing a Particle System in a Scene is a matter of adding a pre-made GameObject (menu: GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.