This module defines the shape (the volume or surface) from which particles can be emitted, and the direction of the start velocity. The Shape property defines the shape of the emission volume, and the rest of the module’s properties vary depending on the Shape you choose.
所有形状(Mesh 除外)都具有定义其大小的属性,例如 Radius 属性。要编辑这些属性,请在 Scene 视图中拖动线框发射器形状上的控制柄。形状的选择会影响可发射粒子的区域,但也会影响粒子的初始方向。例如,__球体 (Sphere)__ 向外向各个方向发射粒子,__锥体 (Cone)__ 发射发散的粒子流,而__网格 (Mesh)__ 在垂直于表面的方向上发射粒子。
以下部分将详细介绍每种__形状__的属性。
Note: Sphere and Hemisphere have the same properties.
属性 | 功能 |
---|---|
Shape | 发射体积的形状。 |
Sphere | Uniform emission in all directions. |
Hemisphere | Uniform emission in all directions on one side of a plane. |
Radius | 形状的圆形半径。 |
Radius Thickness | A value of 0 will emit from the outer surface of the shape. A value of 1 will use the entire volume. Values in between will use a proportion of the volume. |
Position | 将一个偏移应用于生成粒子的发射器形状。 |
Rotation | 旋转生成粒子的发射器形状。 |
Scale | 更改生成粒子的发射器形状的大小。 |
Align to Direction | Use this checkbox to orient particles based on their initial direction of travel. This can be useful if you want to simulate, for example, chunks of car paint flying off a car’s bodywork during a collision. If the orientation is not satisfactory, you can also override it by applying a Start Rotation value in the Main module. |
Randomize Direction | Use a value 0–1, to blend particle directions towards a random direction. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction is completely random. |
Spherize Direction | Use a value 0–1, to blend particle directions towards a spherical direction, where they travel outwards from the center of their Transform. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction points outwards from the center (behaving identically to when the Shape is set to Sphere). |
Randomize Position | 以随机量移动粒子,直至达到指定值。此属性设置为 0 时,此设置不起作用。任何其他值都会对粒子的生成位置应用一些随机性。 |
属性 | 功能 |
---|---|
Shape | 发射体积的形状。 |
Cone | Emission from the base or body of a cone. The particles diverge in proportion to their distance from the cone’s center line. |
Angle | 锥体在其顶点处的角度。角度为 0 时产生圆柱体,角度为 90 度时产生圆盘。 |
Radius | 形状的圆形半径。 |
Radius Thickness | A value of 0 will emit from the outer surface of the shape. A value of 1 will use the entire volume. Values in between will use a proportion of the volume. |
Arc | 形成发射器形状的整圆的角部。 |
Mode | Define how particles are generated around the arc of the shape. When set to Random, Unity generates particles randomly around the arc. If using Loop, particles are generated sequentially around the arc of the shape, and loops back to the start at the end of each cycle. Ping-Pong is the same as Loop, except each consecutive loop happens in the opposite direction to the last. Finally, Burst Spread mode distributes particle generation evenly around the shape. This can be used to give you an even spread of particles, compared to the default randomized behavior, where particles may clump together unevenly. Burst Spread is best used with burst emissions. |
Spread | 控制弧形周围可产生粒子的离散间隔。例如,值为 0 表示允许在弧形周围的任何位置生成粒子,值为 0.1 表示仅在形状周围以 10% 的间隔生成粒子。 |
Speed | 设置发射位置围绕弧形移动的速度值。使用值字段旁边的小黑色下拉选单将此属性设置为 Constant 可使值始终保持不变,而设置为 Curve 可使值随时间变化。 |
Length | 锥体的长度。仅当 Emit from: 属性设置为 Volume 时,此选项才适用。 |
Emit from: | Selects the part of the cone to emit from: Base or Volume. |
Position | 将一个偏移应用于生成粒子的发射器形状。 |
Rotation | 旋转生成粒子的发射器形状。 |
Scale | 更改生成粒子的发射器形状的大小。 |
Align to Direction | 使用此复选框可根据粒子的初始行进方向定向粒子。如果想要模拟大块的汽车油漆在碰撞过程中飞出车身,此设置将非常有用。如果对该方向不太满意,也可通过在主模块中应用 Start Rotation 值来覆盖该设置。 |
Randomize Direction | Use a value 0–1, to blend particle directions towards a random direction. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction is completely random. |
Spherize Direction | Use a value 0–1, to blend particle directions towards a spherical direction, where they travel outwards from the center of their Transform. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction points outwards from the center (behaving identically to when the Shape is set to Sphere). |
Randomize Position | 以随机量移动粒子,直至达到指定值。此属性设置为 0 时,此设置不起作用。任何其他值都会对粒子的生成位置应用一些随机性。 |
属性 | 功能 |
---|---|
Shape | 发射体积的形状。 |
Box | Emission from the edge, surface, or body of a box shape. The particles move in the emitter object’s forward (Z) direction. |
Emit from: | 选择盒体发射粒子的部分:__Edge、Shell__ 或 Volume。 |
Position | 将一个偏移应用于生成粒子的发射器形状。 |
Rotation | 旋转生成粒子的发射器形状。 |
Scale | 更改生成粒子的发射器形状的大小。 |
Align to Direction | 使用此复选框可根据粒子的初始行进方向定向粒子。如果想要模拟大块的汽车油漆在碰撞过程中飞出车身,此设置将非常有用。如果对该方向不太满意,也可通过在主模块中应用 Start Rotation 值来覆盖该设置。 |
Randomize Direction | Use a value 0–1, to blend particle directions towards a random direction. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction is completely random. |
Spherize Direction | Use a value 0–1, to blend particle directions towards a spherical direction, where they travel outwards from the center of their Transform. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction points outwards from the center (behaving identically to when the Shape is set to Sphere). |
Randomize Position | 以随机量移动粒子,直至达到指定值。此属性设置为 0 时,此设置不起作用。任何其他值都会对粒子的生成位置应用一些随机性。 |
Mesh、MeshRenderer 和 SkinnedMeshRenderer 具有相同的属性。
属性 | 功能 |
---|---|
Shape | 发射体积的形状。 |
Mesh | Emission from any arbitrary Mesh shape supplied via the Inspector. |
MeshRenderer | Emission from a reference to a GameObject’s Mesh Renderer. |
SkinnedMeshRenderer | Emission from a reference to a GameObject’s Skinned Mesh Renderer. |
Emission 下拉选单 | Use this drop-down to select where particles are emitted from. Select Vertex for the particles to emit from the vertices, Edge for the particles to emit from the edges, or Triangle for the particles to emit from the triangles. This is set to Vertex by default. |
Mesh | 提供发射器形状的网格。 |
Single Material | Should the particles be emitted from a particular sub-Mesh (identified by the material index number). If enabled, a numeric field is shown allowing you to specify the material index number. |
Use Mesh Colors | Use, or disregard, Mesh colors. |
Normal Offset | 在距离网格表面多远处发射粒子(在表面法线的方向上) |
Position | 将一个偏移应用于生成粒子的发射器形状。 |
Rotation | 旋转生成粒子的发射器形状。 |
Scale | 更改生成粒子的发射器形状的大小。 |
Align to Direction | 使用此复选框可根据粒子的初始行进方向定向粒子。如果想要模拟大块的汽车油漆在碰撞过程中飞出车身,此设置将非常有用。如果对该方向不太满意,也可通过在主模块中应用 Start Rotation 值来覆盖该设置。 |
Randomize Direction | Use a value 0–1, to blend particle directions towards a random direction. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction is completely random. |
Spherize Direction | Use a value 0–1, to blend particle directions towards a spherical direction, where they travel outwards from the center of their Transform. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction points outwards from the center (behaving identically to when the Shape is set to Sphere). |
Randomize Position | 以随机量移动粒子,直至达到指定值。此属性设置为 0 时,此设置不起作用。任何其他值都会对粒子的生成位置应用一些随机性。 |
It is possible to choose to emit only from a particular material (sub-Mesh) by using the Single Material checkbox, and to offset the emission position along the Mesh’s normals, by using the Normal Offset property. This option allows users to offset particles from the surface of a Mesh.
It is also possible to ignore the color of the Mesh, with the Use Mesh Colors checkbox.
Meshes must be read/write enabled to work on the particle system. If you assign them in the Editor, Unity handles this for you. But if you want to assign different meshes at run time, you need to check the Read/Write Enabled setting in the Import Settings.
属性 | 功能 |
---|---|
Shape | 发射体积的形状。 |
Circle | Uniform emission from the center or edge of a circle. The particles move only in the plane of the circle. |
Radius | 形状的圆形半径。 |
Radius Thickness | A value of 0 will emit from the outer edge of the circle. A value of 1 will use the entire area. Values in between will use a proportion of the area. |
Arc | 形成发射器形状的整圆的角部。 |
Mode | Define how particles are generated around the arc of the shape. When set to Random, Unity generates particles randomly around the arc. If using Loop, particles are generated sequentially around the arc of the shape, and loops back to the start at the end of each cycle. Ping-Pong is the same as Loop, except each consecutive loop happens in the opposite direction to the last. Finally, Burst Spread mode distributes particle generation evenly around the shape. This can be used to give you an even spread of particles, compared to the default randomized behavior, where particles may clump together unevenly. Burst Spread is best used with burst emissions. |
Spread | 控制弧形周围可产生粒子的离散间隔。例如,值为 0 表示允许在弧形周围的任何位置生成粒子,值为 0.1 表示仅在形状周围以 10% 的间隔生成粒子。 |
Speed | 设置发射位置围绕弧形移动的速度值。使用值字段旁边的小黑色下拉选单将此属性设置为 Constant 可使值始终保持不变,而设置为 Curve 可使值随时间变化。 |
Position | 将一个偏移应用于生成粒子的发射器形状。 |
Rotation | 旋转生成粒子的发射器形状。 |
Scale | 更改生成粒子的发射器形状的大小。 |
Align to Direction | 使用此复选框可根据粒子的初始行进方向定向粒子。如果想要模拟大块的汽车油漆在碰撞过程中飞出车身,此设置将非常有用。如果对该方向不太满意,也可通过在主模块中应用 Start Rotation 值来覆盖该设置。 |
Randomize Direction | Use a value 0–1, to blend particle directions towards a random direction. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction is completely random. |
Spherize Direction | Use a value 0–1, to blend particle directions towards a spherical direction, where they travel outwards from the center of their Transform. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction points outwards from the center (behaving identically to when the Shape is set to Sphere). |
Randomize Position | 以随机量移动粒子,直至达到指定值。此属性设置为 0 时,此设置不起作用。任何其他值都会对粒子的生成位置应用一些随机性。 |
属性 | 功能 |
---|---|
Shape | 发射体积的形状。 |
Edge | Emission from a line segment. The particles move in the emitter object’s upward (Y) direction. |
Radius | 此 Radius 属性用于定义边的长度。 |
Mode | Define how particles are generated along the radius of the shape. When set to Random, Unity generates particles randomly along the radius. If using Loop, particles are generated sequentially along the radius of the shape, and loops back to the start at the end of each cycle. Ping-Pong is the same as Loop, except each consecutive loop happens in the opposite direction to the last. Finally, Burst Spread mode distributes particle generation evenly along the radius. This can be used to give you an even spread of particles, compared to the default randomized behavior, where particles may clump together unevenly. Burst Spread is best used with burst emissions. |
Spread | Control the discrete intervals along the radius where particles may be generated. For example, a value of 0 will allow particles to spawn anywhere along the radius, and a value of 0.1 will only spawn particles at 10% intervals along the radius. |
Speed | Set a value for the speed the emission position moves along the radius. Using the small black drop-down next to the value field, set this to Constant for the value to always remain the same, or Curve for the value to change over time. |
Position | 将一个偏移应用于生成粒子的发射器形状。 |
Rotation | 旋转生成粒子的发射器形状。 |
Scale | 更改生成粒子的发射器形状的大小。 |
Align to Direction | Use this checkbox to orient particles based on their initial direction of travel. This can be useful if you want to simulate, for example, chunks of car paint flying off a car’s bodywork during a collision. If the orientation is not satisfactory, you can also override it by applying a Start Rotation value in the Main module. |
Randomize Direction | Use a value 0–1, to blend particle directions towards a random direction. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction is completely random. |
Spherize Direction | Use a value 0–1, to blend particle directions towards a spherical direction, where they travel outwards from the center of their Transform. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction points outwards from the center (behaving identically to when the Shape is set to Sphere). |
Randomize Position | 以随机量移动粒子,直至达到指定值。此属性设置为 0 时,此设置不起作用。任何其他值都会对粒子的生成位置应用一些随机性。 |
属性 | 功能 |
---|---|
Shape | 发射体积的形状。 |
Donut | Emission from a Torus. The particles move outwards from the ring of the Torus. |
Radius | 主圆环的半径。 |
Donus Radius | 外圆环的粗度。 |
Radius Thickness | A value of 0 will emit from the outer edge of the circle. A value of 1 will use the entire area. Values in between will use a proportion of the area. |
Arc | 形成发射器形状的整圆的角部。 |
Mode | Define how particles are generated around the arc of the shape. When set to Random, Unity generates particles randomly around the arc. If using Loop, particles are generated sequentially around the arc of the shape, and loops back to the start at the end of each cycle. Ping-Pong is the same as Loop, except each consecutive loop happens in the opposite direction to the last. Finally, Burst Spread mode distributes particle generation evenly around the shape. This can be used to give you an even spread of particles, compared to the default randomized behavior, where particles may clump together unevenly. Burst Spread is best used with burst emissions. |
Spread | 控制弧形周围可产生粒子的离散间隔。例如,值为 0 表示允许在弧形周围的任何位置生成粒子,值为 0.1 表示仅在形状周围以 10% 的间隔生成粒子。 |
Speed | 设置发射位置围绕弧形移动的速度值。使用值字段旁边的小黑色下拉选单将此属性设置为 Constant 可使值始终保持不变,而设置为 Curve 可使值随时间变化。 |
Position | 将一个偏移应用于生成粒子的发射器形状。 |
Rotation | 旋转生成粒子的发射器形状。 |
Scale | 更改生成粒子的发射器形状的大小。 |
Align To Direction | Use this checkbox to orient particles based on their initial direction of travel. This can be useful if you want to simulate, for example, chunks of car paint flying off a car’s bodywork during a collision. If the orientation is not satisfactory, you can also override it by applying a Start Rotation value in the Main module. |
Randomize Direction | Use a value 0–1, to blend particle directions towards a random direction. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction is completely random. |
Spherize Direction | Use a value 0–1, to blend particle directions towards a spherical direction, where they travel outwards from the center of their Transform. When this is set to 0, this setting has no effect. When it is set to 1, the particle direction points outwards from the center (behaving identically to when the Shape is set to Sphere). |
Randomise Position | 以随机量移动粒子,直至达到指定值。此属性设置为 0 时,此设置不起作用。任何其他值都会对粒子的生成位置应用一些随机性。 |