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Question by DiligentGear · Feb 14, 2014 at 02:19 AM · velocityparticlesystemspeedparticleshuriken

How do I accelerate particles in Shuriken?

I'd like to create a burst effect that starts slowly but explodes quickly, but I haven't found anything that can change the speed over time....

I tried these things, and none of them works:

  1. Velocity over Lifetime: this module messes up the direction of the burst.

  2. Limit Velocity over Lifetime: as it says, it only limits the velocity but never increase it. This works perfect with slowing, how about the opposite?

  3. Force over Lifetime: this also messes up the direction.

  4. Change start speed to curve instead of a constant: I cannot see the reason why it can be curve. Apparently this only sets the initial speed, and only the first point of the curve matters.

Did I miss anything? Or it's just impossible to set the speed of particles?

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Answer by brilliancenp · Feb 26, 2014 at 11:06 PM

I would develop your own behavior to put on your particle system. Use the :

 ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleSystem.particleCount];
 particleSystem.GetParticles(particles);

Now you have an array of every particle in the system. Each particle if you iterate through it can be individually changed:

 for(int p = 0; p < particles.Length; p++)
 {
     ParticleSystem.Particle part = particles[p];
     //now you can adjust anything
     //part.velocity is going to be what you want but there are other adjustments to be
     //made check out https://docs.unity3d.com/Documentation/ScriptReference/ParticleSystem.Particle.html
 
     //update your array with the updated particle
     particles[p] = part;
 }
 
 //set your array back to the particleSystem
 particleSystem.SetParticles(particles, particles.Length);

Let me know if you have any questions about this or if this is not what you are looking for.

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avatar image DiligentGear · Feb 27, 2014 at 03:44 AM 0
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Is this the only way to do the acceleration? Iterating through all alive particles seems inefficient.

avatar image brilliancenp · Feb 27, 2014 at 04:13 AM 0
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This is the way I know how. It is really not inefficient at all. You are basically taking over the particle system. The particle system is doing this whether you do it or not. I do this alot with hundreds, sometimes thousands of particles, sometimes with lifetimes that are very long with no drop in frames. A ParticleSystem.Particle is not a class or an object it is a struct so there is not a whole lot of overhead.

avatar image DiligentGear · Feb 27, 2014 at 04:36 AM 0
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Sounds good! Originally I though such operations might be expensive, so I just tried to ask a better one here... Thanks for your help!

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