평점 만점의 리뷰가 11,000개 이상
8만 5천명 이상의 리뷰
10만명 이상의 포럼 멤버가 선호하는 에셋
유니티에서 모더레이팅하는 모든 에셋
1 - 10 / 28개 표시
사용자 리뷰
정렬 기준
s
in 2024 still works great! (Unity 2021.3)
2 years ago
shayk_veryostudios버전 1.0
I was skeptical when I imported it but it does its job and does it well.
이 리뷰가 도움이 되었나요?
0
0
c
Wildly unoptimized
2 years ago
crlstudios버전 1.0
It was nice to grab this asset just to get the gist of how I could manipulate particles via script. However, this is quite outdated and out of the box it allocates a HUGE amount of memory EVERY FRAME. I was able to take this from 1.3 MB of GC Alloc with huge lag spikes to running buttery smooth by implementing the same logic into a burst compiled job.
private void Update()
{
var myParticles = new NativeArray<ParticleSystem.Particle>(ps.main.maxParticles, Allocator.TempJob);
var numParticlesAlive = ps.GetParticles(myParticles);
var step = speed * Time.deltaTime;
var job = new ParticleUpdateJob
{
particles = myParticles,
targetPosition = target.position,
step = step
}.Schedule(numParticlesAlive, 64);
job.Complete();
ps.SetParticles(myParticles, numParticlesAlive);
}
[BurstCompile]
private struct ParticleUpdateJob : IJobParallelFor
{
[NativeDisableParallelForRestriction] public NativeArray<ParticleSystem.Particle> particles;
public float3 targetPosition;
public float step;
public void Execute(int index)
{
var particle = particles[index];
particle.position = math.lerp(particle.position, targetPosition, step);
particles[index] = particle;
}
}
이 리뷰가 도움이 되었나요?
4
0
A
Cool looking particle simulation
2 years ago
AmaraListu버전 1.0
I feel I need the responsible to use it with care once I import it to my project. No chance to waste it.
이 리뷰가 도움이 되었나요?
0
0
S
SO NICE , GOOD JOB
3 years ago
SimonYu999버전 1.0
I will use it in my game,just what I want,
can not believe it is free!
Thanks!!
이 리뷰가 도움이 되었나요?
0
0
d
Excellent design work
3 years ago
darashayda버전 1.0
Here is an example of an excellent designing mind even though might lack a little bit on the programming side, and who cares!
I wish this person come back and create more and more assets.
As another reviewer noted:
1. Move
m_Particles = new ParticleSystem.Particle[ps.main.maxParticles];
to Start ()
2. Add this to the fist line of Update
if (!ps.isPlaying) return;
I tested this attractor in multiple instances in a scene and works terrific!
이 리뷰가 도움이 되었나요?
1
0
k
Unoptimised
3 years ago
kawaiianthony버전 1.0
I noticed some VERY HUGE performance spikes when using this asset. After some digging in I found that the Attractor creates a new array each update and it updates whether the particle system is playing or not, which is both unnecessary. I changed 2 lines of code to make it better. For example in particleAttractorLinear.cs:
- Add [ if(!ps.isPlaying) return; ] at first line of Update
- Move [ m_Particles = new ParticleSystem.Particle[ps.main.maxParticles]; ] from Update to end of Start method.
이 리뷰가 도움이 되었나요?
5
0
Quality assets
Over 11,000 five-star assets
Trusted
Rated by 85,000+ customers
Community support
Supported by 100,000+ forum members