A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs.unity3d.com/Manual/sprite/../PartSysCollisionModule.html below:

Unity - Manual: Collision module reference

World popup Select World mode. Collision Mode 3D or 2D. Dampen The fraction of a particle’s speed that it loses after a collision. Bounce The fraction of a particle’s speed that rebounds from a surface after a collision. Lifetime Loss The fraction of a particle’s total lifetime that it loses if it collides. Min Kill Speed Particles travelling below this speed after a collision will be removed from the system. Max Kill Speed Particles travelling above this speed after a collision will be removed from the system. Radius Scale Setting for 2D or 3D. Collision Quality Use the drop-down to set the quality of particle collisions. This affects how many particles can pass through a collider. At lower quality levels, particles can sometimes pass through colliders, but are less resource-intensive to calculate.     High When Collision Quality is set to High, collisions always use the physics system for detecting the collision results. This is the most resource-intensive option, but also the most accurate.     Medium (Static Colliders) When Collision Quality is set to Medium (Static Colliders), collisions use a grid of voxels to cache previous collisions, for faster re-use in later frames. See Particle collisions: World collisions, below, to learn more about this cache.

The only difference between Medium and Low is how many times per frame the Particle System queries the physics system. Medium makes more queries per frame than Low.

Note that this setting is only suitable for static colliders that never move.

    Low (Static Colliders) When Collision Quality is set to Low (Static Colliders), collisions use a grid of voxels to cache previous collisions, for faster re-use in later frames. See Particle collisions: World collisions, below, to learn more about this cache.

The only difference between Medium and Low is how many times per frame the Particle System queries the physics system. Medium makes more queries per frame than Low.

Note that this setting is only suitable for static colliders that never move.

Collides With Particles will only collide with objects on the selected layers. Max Collision Shapes How many collision shapes can be considered for particle collisions. Excess shapes are ignored, and terrainsThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary
take priority. Enable Dynamic Colliders Dynamic colliders are any collider not configured as Kinematic (see documentation on collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
for further information on collider types).

Check this option to include these collider types in the set of objects that the particles respond to in collisions. If you uncheck this option, the particles only respond to collisions against static colliders.

Voxel Size A voxel represents a value on a regular grid in three-dimensional space. When using Medium or Low quality collisions, Unity caches collisions in a grid structure. This setting controls the grid size. Smaller values give more accuracy, but cost more memory, and are less efficient.

Note: You can only access this property when Collision Quality is set to Medium or Low.

Collider Force Apply a force to Physics Colliders after a Particle collision. This is useful for pushing colliders with particles. Multiply by Collision Angle When applying forces to Colliders, scale the strength of the force based on the collision angle between the particle and the collider. Grazing angles will generate less force than a head-on collision. Multiply by Particle Speed When applying forces to Colliders, scale the strength of the force based on the speed of the particle. Fast-moving particles will generate more force than slower ones. Multiply by Particle Size When applying forces to Colliders, scale the strength of the force based on the size of the particle. Larger particles will generate more force than smaller ones. Send Collision Messages Check this to be able to detect particle collisions from scripts by the OnParticleCollision function. Visualize Bounds Preview the collision spheres for each particle in the Scene view.

RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4