The Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary’s Main module contains global properties that affect the whole system. Most of these properties control the initial state of newly created particles.
The system emits particles for a specific duration, and can be set to emit continuously using the Looped property. This allows you to set particles to be emitted intermittently or continuously; for example, an object may emit smoke in short puffs or in a steady stream.
The Start properties (lifetime, speed, size, rotation and color) specify the state of a particle on emission. You can specify a particle’s width, height and depth independently, using the 3D Start Size property (see Non-uniform particle scaling, below).
All Particle Systems use the same gravity vector specified in the Physics settings. The Gravity Multiplier value can be used to scale the gravity, or switch it off if set to zero.
The 3D Start Size property allows you to specify a particle’s width, height and depth independently. In the Particle System Main module, check the 3D Start Size checkbox, and enter the values for the initial x (width), y (height) and z (depth) of the particle. Note that z (depth) only applies to 3D MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary particles. You can also set randomised values for these properties, in a range between two constants or curves.
You can set the particle’s initial size in the Particle System Main module, and its size over the particle’s lifetime using the Separate Axes option in the Size over Lifetime module. You can also set the particle’s size in relation to its speed using the Separate Axes option in the Size by Speed module.
The Simulation Space property determines whether the particles move with the Particle System parent object, a custom object, or independently in the game world. For example, systems like clouds, hoses and flamethrowers need to be set independently of their parent GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary, as they tend to leave trails that persist in the world space even if the object producing them moves around. On the other hand, if particles are used to create a spark between two electrodes, the particles should move along with the parent object. For more advanced control over how particles follow their Transform, see documentation on the Inherit Velocity module.
When set to Custom, particles no longer move relative to their own Transform componentA Transform component determines the Position, Rotation, and Scale of each object in the scene. Every GameObject has a Transform. More info
See in Glossary. Instead, they all move relative to the movement of the specified Transform component. The Particle System uses the Custom Transform to calculate emitter velocity, which the Inherit Velocity module and Rate over Distance property of the Emission module use to control particle velocity and emission.