The Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary 组件具有强大的属性集,这些属性被组织成模块以方便使用。本手册部分详细介绍了每个模块。
主题 | 描述 |
---|---|
激活和访问组件模块 | 在粒子系统上激活组件模块以访问和更改粒子与发射器的属性。 |
主模块参考 | 探索主模块上的属性,以配置新粒子的初始状态。 |
发射模块参考 | 探索发射模块上的属性,以配置粒子发射的速率和时间。 |
形状模块参考 | 探索形状模块上的属性,以配置粒子系统用来发射粒子的体积或表面,以及初始速度的方向。 |
生命周期速度模块参考 | 探索生命周期速度模块上的属性,以配置随时间变化速度的粒子。 |
噪声模块参考 | 探索噪声模块上的属性,以配置粒子移动时的湍流。 |
生命周期速度限制模块参考 | 探索生命周期速度限制模块上的属性,以配置随时间降低速度的粒子。 |
继承速度模块参考 | 探索继承速度模块上的属性,以配置子发射器粒子的速度以匹配父粒子的速度。 |
发射器速度生命周期模块参考 | 探索发射器速度生命周期模块上的属性,以根据粒子生成时发射器的速度配置每个粒子的初始生命周期。 |
生命周期力模块参考 | 探索生命周期力模块上的属性,以配置模拟物理力,这些力会影响粒子随时间的移动。 |
生命周期颜色模块参考 | 探索生命周期颜色模块上的属性,以配置随时间变化颜色的粒子。 |
速度颜色模块参考 | 探索速度颜色模块上的属性,以配置根据其速度变化颜色的粒子。 |
生命周期大小模块参考 | 探索生命周期大小模块上的属性,以配置随时间变化大小的粒子。 |
速度大小模块参考 | 探索速度大小模块上的属性,以配置根据其速度变化大小的粒子。 |
生命周期旋转模块参考 | 探索生命周期旋转模块上的属性,以配置随时间变化旋转的粒子。 |
速度旋转模块参考 | 探索速度旋转模块上的属性,以配置根据其速度变化旋转的粒子。 |
外部力模块参考 | 探索外部力模块上的属性,以配置外部物理力(如 风区A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. More info See in Glossary 和力场)对系统发射的粒子的影响。 |
碰撞模块参考 | 探索 碰撞A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary 模块上的属性,以配置粒子碰撞。 |
触发器模块参考 | 探索触发器模块上的属性,以配置充当触发器的粒子。 |
子发射器模块参考 | 探索子发射器模块上的属性,以配置发射其他粒子的粒子。 |
纹理表动画模块参考 | 探索纹理表动画模块上的属性,以配置使用纹理网格创建动画帧的粒子。 |
灯光模块参考 | 探索灯光模块上的属性,以配置粒子上的实时灯光。 |
轨迹模块参考 | 探索轨迹模块上的属性,以配置粒子上的轨迹。 |
自定义数据模块参考 | 探索自定义数据模块上的属性,以配置编辑器中的自定义数据格式以附加到粒子。 |
渲染器模块参考 | 探索渲染器模块上的属性,以配置粒子图像或 网格The main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary 的变换、着色和覆盖其他粒子。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.