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Emit meshes instead of particle spritres?
Can the current version of Unity emit meshes like in Unreal? Or am I just limited to sprites?
Thanks.
Unreal lets your particles be more than just billboards, they can be entire meshes. Which is pretty handy for some things as long as you don't over-do it... You can make a hail storm with 'real hail'. Or a pinata full of candy, etc.
I'm assu$$anonymous$$g that's what Richard meant anyway. It would mean each type of Particle Emitter would have a $$anonymous$$esh variable you could set.
Yeah... I thought for one hopeful second that the mesh particle emitter was that.
Answer by RavenOfCode · Dec 24, 2016 at 03:51 PM
I'm surprised this hasn't been answered properly. But since this is the first thing that comes up on a quick google search here is my answer:
Yes, its possible and quite easy.
Basically you need to change the RenderMode on the renderer to Mesh, and then add the mesh.
Here is a video on how to do it: https://www.youtube.com/watch?v=pCmlu4ag70g
Answer by DaveA · Apr 02, 2011 at 12:51 AM
No, I don't think so. It would mean a new type of Particle Renderer I think, or some variable called Mesh (or MeshFilter or MeshRender???) on an Emitter.
That said, no reason you couldn't code one up. Other people have coded PE's for Unity (esp before they got as good as they are, there is always room for improvement).
You could go to feedback.unity3d.com and vote for this. It's probably already listed there somewhere.
Thanks for the response, will definitely do that for the feedback.
Answer by Eric5h5 · Apr 02, 2011 at 12:55 AM
Not without writing your own particle system that emits meshes. You could still leverage the Unity particle system by reading the particle positions using that, so you'd just have to concentrate on the rendering part, and not reinvent the wheel (or at least not all of it). In other words, use a standard particle system and turn off the renderer, and just use the particle position data. However you'd have to do something about the rotation of each mesh particle, which might be tricky.
It would be wonderful if you could emit prefabs. Then each 'particle' could have its own 'intelligence'. Caveat scriptor.
I see what your saying Eric5h5, I'll have my friend look into that. @DaveA: wow that's really past what I had initially though, but emitting prefabs would be great!
Answer by e-bonneville · Apr 02, 2011 at 12:35 AM
Yes. Add a Mesh Particle Emitter from the Component/Particles menu.
Really? I thought a $$anonymous$$PE was what E$$anonymous$$IT particles (from its surface and/or vertices), not what gets E$$anonymous$$ITTED FRO$$anonymous$$ another emitter.
Really? Oops, I'll have to take another look at it. Sorry for the false alarm, guys. :-)
Hey Elliot, I am familiar with the $$anonymous$$esh Particle Emitter Component. However I am talking about getting Unity to do something like this: http://www.vimeo.com/18340811
Yes, I'd confused myself as to the meaning of $$anonymous$$esh Particle Emitter. I'd understood what you meant. :)
Yeah no problem, I thought that was how the component functioned at first.
Answer by martin_e89 · Jan 13, 2014 at 06:48 PM
You can do it with mesh particle systems. Take a look at this article http://docs.unity3d.com/Documentation/Components/class-MeshParticleEmitter.html