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Pixelpart 1.8.2
Unity Plugin
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Force field that accelerates particles in the direction of a predefined grid of vectors. More...
Public Types | |
enum | Filter : int |
Filtering techniques. | |
Public Member Functions | |
PixelpartVectorField (IntPtr effectRuntimePtr, uint id) | |
Construct PixelpartVectorField. | |
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PixelpartForceField (IntPtr effectRuntimePtr, uint id) | |
Construct PixelpartForceField. | |
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PixelpartNode (IntPtr effectRuntimePtr, uint id) | |
Construct PixelpartNode. | |
Properties | |
Filter | VectorFilter [get, set] |
How velocity values are interpolated between the cells of the vector field. | |
PixelpartAnimatedPropertyFloat | Tightness [get] |
How directly particles follow the vectors in the force field. | |
PixelpartAnimatedPropertyFloat | VectorTightness [get] |
How directly particles follow the vectors in the force field. Deprecated, use Tightness. | |
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bool | Infinite [get, set] |
Whether the force field has an infinite area of effect. | |
PixelpartAnimatedPropertyFloat | Strength [get] |
How strongly particles are affected by the force field. | |
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uint | Id [get] |
ID of the node. | |
uint | ParentId [get] |
ID of the node's parent. | |
string | Name [get] |
Name of the node. | |
float | LifetimeStart [get, set] |
Time in seconds until the node becomes active. | |
float | LifetimeDuration [get, set] |
How long the node stays active in seconds. | |
bool | Repeat [get, set] |
Wether the node repeats its behavior after its lifetime is over. | |
bool | Active [get] |
Whether the node is active at the current point in time. | |
float | LocalTime [get] |
Time fraction the node has been active for, in range 0.0 (0%) to 1.0 (100%). | |
PixelpartAnimatedPropertyFloat3 | Position [get] |
Position of the node. | |
PixelpartAnimatedPropertyFloat3 | Rotation [get] |
Rotation of the node in degrees. | |
PixelpartAnimatedPropertyFloat3 | Scale [get] |
Size of the node. | |
Force field that accelerates particles in the direction of a predefined grid of vectors.
A particle in the field follows the vector specified in the vector field at that location.
PixelpartVectorField | ( | IntPtr | effectRuntimePtr, |
uint | id ) |
Construct PixelpartVectorField.
effectRuntimePtr | Effect runtime |
id | Node ID |
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get |
How directly particles follow the vectors in the force field.
If set to 0, the field applies forces to the particles over time. If set to 1, particles follow the vectors in the force field directly.
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get |
How directly particles follow the vectors in the force field. Deprecated, use Tightness.
If set to 0, the field applies forces to the particles over time. If set to 1, particles follow the vectors in the force field directly.