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Question by Hollowayinc · Jun 17, 2020 at 09:47 AM · particlesparticlesystemparticle systemstars

Particle System stars script command calls are obsolete. How do I fix this or call the particles the right way. I use unity 2018.3 right now.

using System; using System.Collections; using System.Collections.Generic; using UnityEngine.ParticleSystemModule using UnityEngine; /* using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 1.0F;

 void Start()
 {
     ps = GetComponent<ParticleSystem>();
 }

 void Update()
 {
     var main = ps.main;
     main.startSize = hSliderValue;
 }

 void OnGUI()
 {
     hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 10.0F);
 }

}*/ public class InfiniteStarfield : MonoBehaviour {

 private ParticleSystem.Particle[] points;
 public ParticleSystem.MinMaxCurve startSize;
 public float hSliderValue = 8.0F;
 public ParticleSystem.MinMaxGradient startColor;
 public float hSliderValueR = 0.0F;
 public float hSliderValueG = 0.0F;
 public float hSliderValueB = 0.0F;
 public float hSliderValueA = 1.0F;

 private ParticleSystem ps;
 private Transform tx;
 public int starsMax = 600;
 public float starSize = .35f;
 public float starDistance = 60f;
 private float starDistanceSqr = 10f;
 private float starClipDistnacesqr = 15f;
 public Color starColor;
 
 // Start is called before the first frame update
 void Start()
 {
     GetComponent<ParticleSystem>().SetParticles(points, points.Length);
     tx = GetComponent<Transform>();
     ps = tx.GetComponent<ParticleSystem>();
     starDistanceSqr = starDistance * starDistance;
     starClipDistnacesqr = starClipDistnacesqr * starClipDistnacesqr;
 }

 // Update is called once per frame
 void Update()
 {

     var main = ps.main;
      main.startSize = hSliderValue;
     main.startColor = new Color(hSliderValueR, hSliderValueG, hSliderValueB, hSliderValueA);
     ps.SetParticles(points, points.Length);

     if (ps == null) CreateStars();
      
      for (int i = 0; i < starsMax; i++)
      {
           if ((points[i].position - tx.position).sqrMagnitude > starDistanceSqr)
          {
             points[i].position = (UnityEngine.Random.insideUnitSphere * starDistanceSqr) + tx.position;
              points[i].color = new Color(1, 1, 1, 1);
          }
         if ((points[i].position - tx.position).sqrMagnitude <= starDistanceSqr)
         {
             float cap = (points[i].position - tx.position).sqrMagnitude / starClipDistnacesqr;
         }
      }
     GetComponent<ParticleSystem>().SetParticles(points, points.Length);
 }

/* void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 10.0F); GUI.Label(new Rect(25, 40, 100, 30), "Red"); GUI.Label(new Rect(25, 70, 100, 30), "Green"); GUI.Label(new Rect(25, 100, 100, 30), "Blue"); GUI.Label(new Rect(25, 130, 100, 30), "Alpha");

     hSliderValueR = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueR, 0.0F, 1.0F);
     hSliderValueG = GUI.HorizontalSlider(new Rect(95, 75, 100, 30), hSliderValueG, 0.0F, 1.0F);
     hSliderValueB = GUI.HorizontalSlider(new Rect(95, 105, 100, 30), hSliderValueB, 0.0F, 1.0F);
     hSliderValueA = GUI.HorizontalSlider(new Rect(95, 135, 100, 30), hSliderValueA, 0.0F, 1.0F);
 }
  • private void CreateStars() { points = new ParticleSystem.[starsMax]; for (int i = 0; i < starsMax; i++) { points[i].position = UnityEngine.Random.insideUnitSphere * starDistanceSqr + tx.position; points[i].size = starSize; points[i].color = new Color(1, 1, 1, 1); } } } alt text

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avatar image karl_jones ♦♦ · Jun 17, 2020 at 05:31 PM 0
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It tells you how to fix the problems in the obsolete message.

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