Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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
0
Question by zombience · Sep 11, 2012 at 07:13 PM · c#positionparticle systemparticleshuriken

how can I get particle.position out of shuriken system?

I've been searching around quite a bit on this, and I've seen a lot of people setting particle locations, but I'm using the particle system to generate a large cloud of points which I then want to extract and instantiate prefabs.

I feel like I'm missing something very simple here, but I can't get particle.position information without using OnParticleCollision.

GetParticles() returns the number of particles, and Particle[] mypoints = ps.Particle[]; gives the error "cannot convert to UnityEngine.Particle type from UnityEngine.Particlesystem.Particle"

which seems fairly ridiculous to me. Anyway, what am I missing here?

Thank you

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

2 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by CodeMasterMike · Oct 24, 2012 at 07:51 PM

It's quite a old question, but I thought I could mention,in case someone else is wondering, how to access a single particle with c#.

This example I am changing the velocity for each individual, active particle. Important is to set the particles back (SetParticles()) after you have done some changes to the particles. Or else they will have the old values.

 ParticleSystem m_currentParticleEffect = (ParticleSystem)GetComponent("ParticleSystem");
 ParticleSystem.Particle []ParticleList = new    ParticleSystem.Particle[m_currentParticleEffect.particleCount];
                 m_currentParticleEffect.GetParticles(ParticleList);
                     
                 for(int i = 0; i < ParticleList.Length; ++i)
                 {
                     ParticleList[i].velocity = m_windDirection;
                 }        
                 
                 m_currentParticleEffect.SetParticles(ParticleList, m_currentParticleEffect.particleCount);
Comment
Add comment · Show 1 · Share
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
avatar image coding_crow · Oct 07, 2014 at 07:36 AM 0
Share

Note that if you use SetParticles() you will get the particle culling bug I describe here. If I am not mistaken, that is. If I am, please let me know in that thread - still looking for a solution.

avatar image
0

Answer by DaveA · Sep 11, 2012 at 07:18 PM

It returns the number of particles AND the list of particles. Which is redundant but hey. Try

 var myParticles : ParticleSystem.Particle[];
 
 function Start()
 {
  ....get the particle system component...
  myParticleSystem.GetParticles (myParticles);

now myParticles should have the list of particles.

Comment
Add comment · Show 2 · Share
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
avatar image zombience · Sep 11, 2012 at 07:27 PM 0
Share

Hmm, I've tried that (in C#) and it doesn't appear to work. myparticles still shows as (null) even after doing particleSystem.Emit(30), and if I try to assign myParticles = myParticleSystem.GetParticles(myParticles); it throws the error that I cannot convert UnityEngine.ParticleSystem.Particle to Particle.

avatar image coding_crow · Oct 07, 2014 at 07:34 AM 0
Share

In c# it should look like this:

 ParticleSystem.Particle[] myParticles;
 myParticleSystem.GetParticles (myParticles);


the conversion error has to do with there being two kinds of particles, shuriken and legacy, so you have to make sure your array is the right kind.

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

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Setting particle position every frame... 1 Answer

Particle System Using Code 0 Answers

Multiple Cars not working 1 Answer

Changing particlesystem at runtime 0 Answers

Why does my particle system get enabled with a delay? 2 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