There doesn't appear to be any existing formal way to merge PM lists or manually refresh a PM effect list, though this doesn't seem necessary. It's also nice to be able to run any scene directly from the editor and having a PM in every scene makes this convenient. You could also try to make sure scenes don't save with a PM, but this package is pretty aggressive about making sure there is a PM in every scene. The PM for the new scene will destroy itself (and its children) when it sees the preexisting PM. If you're sure you want to use DontDestroyOnLoad for the PM, the effects associated with that PM will be destroyed on a normal scene load unless they're children of the PM or the associated effect objects themselves use DontDestroyOnLoad. (And then delete that instance in the scene if you don't need one there.) It's a bit of a pain, but still, you probably shouldn't use DontDestroyOnLoad if you only need an instance of something in the next scene. Due to Unity's weird decision not to show a prefab's whole hierarchy in the project view, you'll often need to select an instance of that prefab in a scene (or put one there), edit it, then apply the changes to the prefab. Just put instances of an effect object prefab in each scene where you want it. Otherwise, it's probably not worth the trouble to just get the same kind of effect in another scene. The main reason I can see that you might want to use DontDestroyOnLoad on the PM is if you wanted effect continuity across (additive async?) scene loads. You could use a paradigm that reused the same PM from scene to scene. When you do a normal scene load, it will destroy the PM from the last scene and load any PM in the new scene. I find it better to put them in the hierarchy just like how I organize other things. Effects also typically don't need to be children of the PM, and probably shouldn't be for most non-trivial cases. may already know this, but effects don't exist within the the playground manager they're only referenced by it. Just to give some background why they suck, and how they are being improved.Ĭlick to expand. So to summarise they don't work well in particle system quantity nor trail quantity, where the allocated memory for each reuse of a thread piles up quickly to call garbage collection far too often. The most likely bottleneck is although constructing all the separate meshes, where batching will really help bringing the CPU time down. This is far from ideal as it seems to be more likely to have several systems emitting trails at the same time, where the particle systems alone can require all available CPUs. I'm experimenting with making a separate scalable thread aggregator along with the particle system thread aggregation for more flexible scenarios of trails, as each system emitting trails currently require an allocated thread each. They will still be running on the CPU which is a bottleneck in itself in comparison to compute shaders on the GPU. I feel like this has probably been answered a dozen times, and I'll come back and delete this post or edit it when I figure it out, but I wanted to ask really quickly unless there is no answer.Ĭlick to expand.This is being worked on for the upcoming update, there are some significant performance improvements that is being made overall to Playground while trails are being revised to batch and reuse allocated memory. I think I could accomplish this with something like the "Relation Position Transform", as seen in the "Transform Splines with Spline Targets" example scene. Also, I see forces and manipulators (I believe), but I think I'd have to cleverly add manipulators at a consistent distance. I see bezier curves, but it doesn't appear there is anything built in that will magically scale or add transforms for the node lists so the sin wave has a consistent amplitude. In truth, I would like to have BOTH a "single" particle propagation like the heart monitor bezier curve example, and a continuous line of particles (i.e. QUESTION: What is the best way to create a sin wave swirl, or sin-wave-like vortex line of particles between two transforms? That is, I'd really like the particles to swirl at a constant distance from some straight line, and propagate along it.
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