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I would like functionality for Stop() (perhaps a newly named function named StopEmission()) that continues simulation, but simply stops all particle systems from emitting. Your current implementation, from what I can understand, pauses the simulation and renders the systems as paused.
The use case is a UIParticle system (3 unity ParticleSystems) that I'd like to turn off, but have the existing particles continue to live (smoke and sparks off a fuse).
# [4.2.0](4.1.7...4.2.0) (2023-08-18)
### Bug Fixes
* assertion 'ps->array_size()' in UpdateMesh() when using trails of type ribbon ([f75fcce](f75fcce)), closes [#241](#241)
* built-in shaders are no longer supported ([c2119c1](c2119c1)), closes [#233](#233) [#257](#257)
* crash occurs when too many vertices are rendered ([723a04d](723a04d))
* error: SerializedObject target has been destroyed ([e930516](e930516)), closes [#267](#267)
* excessive particle emitted on move ParticleSystem for local space simulation and emission over distance ([2fe0bde](2fe0bde)), closes [#265](#265)
* fix typos ([52f2ef1](52f2ef1))
* generated GameObject will be named '[generated] *' ([9b2e5c1](9b2e5c1))
* inactive ParticleSystems are removed from the list on refresh ([4851a18](4851a18))
* mesh sharing not working ([8b4ca1a](8b4ca1a)), closes [#236](#236)
* nullptr exceptions when using nested UIParticle components in hierarchy ([e67e948](e67e948)), closes [#246](#246)
* nullReferenceException after copy-n-paste ([425aad0](425aad0)), closes [#258](#258)
* remove unnecessary per-frame allocation. ([e92b514](e92b514))
* scaling ParticleSystem puts prewarmed particles in wrong location ([fb31db4](fb31db4)), closes [#235](#235)
* sub-emitters option is not work in editor playing ([b308b26](b308b26)), closes [#231](#231)
* the camera under UIParticle will be assigned as _orthoCamera ([c42f8c8](c42f8c8))
* UIParticleAttractor attracts the particles at wrong position when in RelativeMode ([68d9925](68d9925)), closes [#262](#262)
### Features
* 'AbsoluteMode' option is renamed to 'PositionMode' ([67eff61](67eff61))
* 'AutoScaling' option will be imported from 'IgnoreCanvasScale' (for v3.x) ([4103041](4103041))
* add 'AutoScaling' option for UIParticle ([35325c8](35325c8))
* add 'UpdateMode' option for UIParticleAttractor ([903f702](903f702)), closes [#250](#250)
* add particle system getter and setter for attractor ([a4bcf93](a4bcf93)), closes [#253](#253)
* add public properties for UIParticleAttractor ([392ab6d](392ab6d)), closes [#253](#253)
* add Start/StopEmission API for UIParticle ([e499836](e499836)), closes [#240](#240)
Lovely library, thanks for writing.
I would like functionality for Stop() (perhaps a newly named function named
StopEmission()
) that continues simulation, but simply stops all particle systems from emitting. Your current implementation, from what I can understand, pauses the simulation and renders the systems as paused.The use case is a UIParticle system (3 unity ParticleSystems) that I'd like to turn off, but have the existing particles continue to live (smoke and sparks off a fuse).
Calling UIParticle.Stop() freezes the particles, and setting the game object inactive instantly kills the particles.
Without a method like this, I have to manually keep track of the emission rates of all the subsystems and turn them down to 0 (and back up later).
Thank you for the consideration!
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