You can structure your spline from Vector3 values, then export that to transforms (with or without bezier hierarchy structure) which makes you able to control your spline without much scripting going on. What I also wanted was a good overview of the available nodes in a list, where you can see which point you're currently working with and edit that more quickly (see the Inspector image below). The Playground Spline is based on this amazing tutorial by Jasper Flick, then adapted to be able to work with the nodes and bezier handles more freely (adding/removing at certain handle, node sorting, time offset and reversing, Transform/Vector3 nodes and multithreading support). It's getting a bit difficult to generalize examples as there's just far too many options and scenarios applicable but I hope the general idea of working with splines come across. Here's an update of the upcoming spline feature which has been quite the handful getting into place. Hope it helps, otherwise get back to me and we'll look further into it! So this will differ based on what platform Playground is running when having the Particle Thread Method in Automatic mode with the standard settings. Each of your particle system should allocate around 12 bytes, then each thread should allocate around 350 bytes per call. The amount of vertices in a mesh doesn't have any impact on the allocated GC as long as it isn't procedural (which judging from your pics isn't). I'll implement something similar into next version and test what's going on with the calculation culling.įor the GC allocations, you don't happen to have 8 cores on your system? Try setting Playground Manager > Advanced > Max Threads: 4 (or you could try Particle Thread Method: One For All as you have so few particles in each system, depending on how that performs on your end-target). So it would only make sense if you want to use stuff like PP's emission possibilities, apply turbulence, do any live manipulation to the particles or use any other PP specific features.Ĭlick to expand.Thanks for getting back with the details, pictures helps a lot! That's really clever using an icon that way, and a better overview for which objects are particle systems. If not, you won't gain anything from using the Shuriken particle system as it is in a PP system, but instead create an overhead of setting particles back into the Shuriken component and allocate more GC as each thread requires a couple of hundred bytes. My suggestion is if you are looking to work with the particles with any of the Playground's features, try mimic the Shuriken particle system's settings in Playground (it could be a good way to learn about the settings in PP). Then as the systems are far apart in their techniques used (for worse in this case), it will be difficult to determine a generalized way how the values apply from Shuriken into Playground. It's sometimes handy to be able to restrict particle simulation to a certain bounding volume, without actually having to constrain to a axis.Ĭlick to expand.That is a cumbersome task I'm afraid as you would need to dig through the Shuriken component as a SerializedObject: I'm not sure if I'm explaining this clearly, if not I'll try to give you an example later.Ĥ) Adding some limits box for particle positions would help. Right now, setting particles count less doesn't cover whole texture area, I think it would help if there would be an option to scatter the particles more randomly - right now it seems to be generated based on a sorted array of the pixels, it would help, if we could randomize the array of the pixel ID's. It's a bit awkward that I have to use State and supply it with mesh + texture by hand to achieve this.ģ) It would come really handy, to be able to set amount of particles when using Image as a State input. It is quite heavy when using on mobile with higher amount of particles, on the other hand shuriken alone performs well.Ģ) It would be really nice when using World transform or Skinned mesh as a source, that the particle colors would be sampled from the mesh+texture that is on the model. I'll separate it into individual thoughts.ġ) I wanted to ask if it would be possible to add a feature to cache / save whole particle animation(simulation) not just individual snapshots ? I believe that it would(should?) be much faster, when realtime simulating is not necessary. I have a bit of a feedback on it though, after few days of working with it.
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