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s
in 2024 still works great! (Unity 2021.3)
2 years ago
shayk_veryostudios基于版本1.0
I was skeptical when I imported it but it does its job and does it well.
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0
0
c
Wildly unoptimized
2 years ago
crlstudios基于版本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 However, this is quite outdated and out of the box it allocates a HUGE amount of memory EVERY FRAME.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; } }
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4
0
A
Cool looking particle simulation
2 years ago
AmaraListu基于版本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.
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0
0
n
really cool
2 years ago
nathanpederson06基于版本1.0
the lightning effect is sick
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0
0
S
SO NICE , GOOD JOB
3 years ago
SimonYu999基于版本1.0
I will use it in my game,just what I want, can not believe it is free! Thanks!!
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0
0
d
Excellent design work
3 years ago
darashayda基于版本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!
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1
0
k
Unoptimised
3 years ago
kawaiianthony基于版本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.
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5
0
N
One of the best assets from the asset store
4 years ago
NotBruski基于版本1.0
This looks beautifull and just works perfectly, and in my project i added post processing so its really good eye candy
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2
0
r
best free assets
5 years ago
raaan127基于版本1.0
very good for using and learning. It's been 2 years and I still using this a lot
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1
0
N
Awsome
5 years ago
Niomorra基于版本1.0
Thanks a lot. It really helps a lot to understand how particles are working
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0
0
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