![]() There's probably some fix for this but i'm not aware of it thus far and i'm not a great programmer at all but find VS a much more comfortable environment, esp when switching to non-unity projects as needed. I usually have to switch to Monodevelop when doing anything with js now just for the highlighting and intellisense style completion and its a bit of a headache after being used to VS so much ![]() I'm not being patronising mind you've probably had plenty good look at it and i've never had to move something so large over but i've already bought it so i'm not exactly trying to twist your arm for a sale to me, it's more it's going to be waaaaay more attractive to others if it's in c#, specifically if they use VS or something instead of Monodevelop (unless someone can set me right there). So i'd suggest spending half an hour having a good look at it and maybe make the translation something to do over time rather than it eating up a bunch of your time at once. If you have a good look at equiv js and c# scripts there's just some minor changes in structure and syntax if you've already logic etc already working (which you obviously have). I've had a fair bit of experience moving things from c# and js back and forth although not quite as large as this but I can say that I think it's much much easier than you might think it is. Thanks to all of you participating in making the product better. Many of these added features are a result of all the invaluable feedback. Thanks to this, all sources also handle Delta Velocity. Lastly, all sources can now have a transform assigned, which makes you able to move, rotate and scale a state directly in the scene with handles for instance. This creates a ripple effect in their lifetime behavior which can be applied to any type of source. Use this to create interesting movement patterns.Ī new lifetime sorting is available, which lets you sort by distance away from/or towards/ an origin position. The initial velocities have ranges now so you can spread the particles velocities which creates a more realistic behavior of their initial flow.Īn experimental feature called Velocity Bending has been introduced where you can bend the path of a particle’s current velocity. This is good if you for instance want to create visuals that doesn’t use velocity - but per object repositioning (for instance the pre-smashed state of the cube in the video). Now you’re able to set particle positions strictly towards the source. Particle Playground’s UI is overhauled in v1.1, along with being able to reorder all the lists (particle systems, states and manipulators), duplicate their items and easier access to creating, jumping to and editing all Particle Playground Systems within the scene. See the example scene ”Paint” for an easy scripting example how to paint in runtime. You can also combine lifetime color alpha with the source color if you need. You can either choose to color your particles from their source (such as your brush) or by lifetime color. The painted positions are calculated every frame along with the rest of the Update-cycle in one single loop, which makes this extremely fast computed.Ĭreating your own brushes to paint with is available through the new Brush Wizard. This opens up for some unique uses where every current position with Initial- and Delta Velocity will be calculated for. Every position has information about their parent, where it is in the scene, if they are rotating or rescaling and which direction the mesh’s normal is pointing. With the help of brushes you can paint live into the Scene View (painting directly in runtime is also available through helper-functions). When creating a new Particle Playground System you also have a better preset to start creating with (this can be changed to one of your own as well). ![]() From here you can create new Particle Playground Systems and bake your own presets for future use. ![]() The Playground Wizard is now the new home screen for Particle Playground. To read more about each feature please refer to the Manual. Please see the Version History document for more elaborate information about the changes. New lifetime sorting - Nearest Neighbor.Manipulator editing directly in Scene View.
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