Particle System Force Field component reference
Custom data streams in Particle Systems

Access the Particle System from the Animation system

All particle properties are accessible by the Animation system, meaning you can keyframeA frame that marks the start or end point of a transition in an animation. Frames in between the keyframes are called inbetweens.
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them in and control them from your animations.

To access 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
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’s properties, there must be an Animator componentA component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. More info
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attached to the Particle System’s GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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. An Animation Controller and an Animation are also required.

To animate a Particle System, add an Animator Component, and assign an Animation Controller with an Animation.
To animate a Particle System, add an Animator Component, and assign an Animation Controller with an Animation.

To animate a Particle System property, open the Animation Window with the GameObject containing the Animator and Particle System selected. Click Add Property to add properties.

Add properties to the animation in the Animation Window.
Add properties to the animation in the Animation Window.

Scroll to the right to reveal the add controls.

Note that for curves, you can only keyframe the overall curve multiplier, which can be found next to the curve editor in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
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.


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Particle System Force Field component reference
Custom data streams in Particle Systems
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