Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by ayaraee · Sep 14, 2016 at 02:52 PM · c#particlesparticlesystemparticle systemparticle

Destroy particles based on bounds not lifetime

Is it possible to bound a particle system? I.e. have it only run from x1 to x2, and y1 to y2. Any particle that exits the bounds is destroyed. Preferably done without collisions as they can be very expensive for a lot of particles and unnecessary So far I have this

 [RequireComponent(typeof(ParticleSystem))]
 public class BoundParticles : MonoBehaviour
 {
     public float MaxHeight;
 
     private ParticleSystem _ps;
 
     [Inject]
     public void Initialize(Settings settings)
     {
         _ps = GetComponent<ParticleSystem>();
     }
 
     void Update()
     {
         ParticleSystem.Particle[] particles = new ParticleSystem.Particle[_ps.particleCount];
 
         int num = _ps.GetParticles(particles);
 
         while (--num >= 0)
         {
             if (particles[num].position.z > MaxHeight)
             {
                 particles[num].lifetime = 0;
             }
         }
 
         _ps.SetParticles(particles, particles.Length);
     }

Is there a more efficient way to clear the particles based on position?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity 5.3.4 - Particles from Prefab will not instantiate. 0 Answers

How is Limit Velocity Over Lifetime calculated? 0 Answers

Get sprite id or grid x and y from particle on trigger. 0 Answers

Particle Playback Error in 5.4 0 Answers

Rotation of the Particle System is ignored for velocity over lifetime when the simulation space is Custom. Is this a bug? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges