How to detect which particle collided with a rigid body in Unity?
Lets say a rigid body is going through a bunch of particles that belong to a single particle system and you want each particle that collides with rigid body to bounce off. How would you do that ?
void OnParticleCollision(GameObject other) is called when a rigid body has collided with a Particle system. However, I need to know which particle in the particle system has collided with the body.
Any thoughts ?
c# unity3d
add a comment |
Lets say a rigid body is going through a bunch of particles that belong to a single particle system and you want each particle that collides with rigid body to bounce off. How would you do that ?
void OnParticleCollision(GameObject other) is called when a rigid body has collided with a Particle system. However, I need to know which particle in the particle system has collided with the body.
Any thoughts ?
c# unity3d
add a comment |
Lets say a rigid body is going through a bunch of particles that belong to a single particle system and you want each particle that collides with rigid body to bounce off. How would you do that ?
void OnParticleCollision(GameObject other) is called when a rigid body has collided with a Particle system. However, I need to know which particle in the particle system has collided with the body.
Any thoughts ?
c# unity3d
Lets say a rigid body is going through a bunch of particles that belong to a single particle system and you want each particle that collides with rigid body to bounce off. How would you do that ?
void OnParticleCollision(GameObject other) is called when a rigid body has collided with a Particle system. However, I need to know which particle in the particle system has collided with the body.
Any thoughts ?
c# unity3d
c# unity3d
edited Nov 22 '18 at 20:10
Programmer
76.3k1086151
76.3k1086151
asked Nov 22 '18 at 11:11
Mert SevinçMert Sevinç
3201317
3201317
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1 Answer
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With the ParticleSystem.GetParticles
function you could catch all your "living" particles, then assign them an index (you should inherit from particle class as the Particle class do not have any index or id variable).
GertParticles:
https://docs.unity3d.com/ScriptReference/ParticleSystem.GetParticles.html
How do you access the individual particles of a particle system?: https://answers.unity.com/questions/639816/how-do-you-access-the-individual-particles-of-a-pa.html
As I said, particles do not have any ID to identify them, I know that do not seem the "optimal approach" but look this example from Unity documentation about SetCustomParticleData function (https://docs.unity3d.com/ScriptReference/ParticleSystem.SetCustomParticleData.html) they iterate all of them.
Also on the same page, you can see one example to assign unique ID to each particle when it is born:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class ExampleClass : MonoBehaviour {
private ParticleSystem ps;
private List<Vector4> customData = new List<Vector4>();
private int uniqueID;
void Start() {
ps = GetComponent<ParticleSystem>();
}
void Update() {
ps.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
for (int i = 0; i < customData.Count; i++)
{
// set custom data to the next ID, if it is in the default 0 state
if (customData[i].x == 0.0f)
{
customData[i] = new Vector4(++uniqueID, 0, 0, 0);
}
}
ps.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
}
}
I am only interested in the particle that crashed. Why would I get all living particles and iterate ? Isn't there a simple way ?
– Mert Sevinç
Nov 22 '18 at 11:45
1
I've updated the question to answer your comment, if there is an optimal way, I don't know how to do it, but either the people from Unity ^^'
– Lotan
Nov 22 '18 at 12:02
add a comment |
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1 Answer
1
active
oldest
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
With the ParticleSystem.GetParticles
function you could catch all your "living" particles, then assign them an index (you should inherit from particle class as the Particle class do not have any index or id variable).
GertParticles:
https://docs.unity3d.com/ScriptReference/ParticleSystem.GetParticles.html
How do you access the individual particles of a particle system?: https://answers.unity.com/questions/639816/how-do-you-access-the-individual-particles-of-a-pa.html
As I said, particles do not have any ID to identify them, I know that do not seem the "optimal approach" but look this example from Unity documentation about SetCustomParticleData function (https://docs.unity3d.com/ScriptReference/ParticleSystem.SetCustomParticleData.html) they iterate all of them.
Also on the same page, you can see one example to assign unique ID to each particle when it is born:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class ExampleClass : MonoBehaviour {
private ParticleSystem ps;
private List<Vector4> customData = new List<Vector4>();
private int uniqueID;
void Start() {
ps = GetComponent<ParticleSystem>();
}
void Update() {
ps.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
for (int i = 0; i < customData.Count; i++)
{
// set custom data to the next ID, if it is in the default 0 state
if (customData[i].x == 0.0f)
{
customData[i] = new Vector4(++uniqueID, 0, 0, 0);
}
}
ps.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
}
}
I am only interested in the particle that crashed. Why would I get all living particles and iterate ? Isn't there a simple way ?
– Mert Sevinç
Nov 22 '18 at 11:45
1
I've updated the question to answer your comment, if there is an optimal way, I don't know how to do it, but either the people from Unity ^^'
– Lotan
Nov 22 '18 at 12:02
add a comment |
With the ParticleSystem.GetParticles
function you could catch all your "living" particles, then assign them an index (you should inherit from particle class as the Particle class do not have any index or id variable).
GertParticles:
https://docs.unity3d.com/ScriptReference/ParticleSystem.GetParticles.html
How do you access the individual particles of a particle system?: https://answers.unity.com/questions/639816/how-do-you-access-the-individual-particles-of-a-pa.html
As I said, particles do not have any ID to identify them, I know that do not seem the "optimal approach" but look this example from Unity documentation about SetCustomParticleData function (https://docs.unity3d.com/ScriptReference/ParticleSystem.SetCustomParticleData.html) they iterate all of them.
Also on the same page, you can see one example to assign unique ID to each particle when it is born:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class ExampleClass : MonoBehaviour {
private ParticleSystem ps;
private List<Vector4> customData = new List<Vector4>();
private int uniqueID;
void Start() {
ps = GetComponent<ParticleSystem>();
}
void Update() {
ps.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
for (int i = 0; i < customData.Count; i++)
{
// set custom data to the next ID, if it is in the default 0 state
if (customData[i].x == 0.0f)
{
customData[i] = new Vector4(++uniqueID, 0, 0, 0);
}
}
ps.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
}
}
I am only interested in the particle that crashed. Why would I get all living particles and iterate ? Isn't there a simple way ?
– Mert Sevinç
Nov 22 '18 at 11:45
1
I've updated the question to answer your comment, if there is an optimal way, I don't know how to do it, but either the people from Unity ^^'
– Lotan
Nov 22 '18 at 12:02
add a comment |
With the ParticleSystem.GetParticles
function you could catch all your "living" particles, then assign them an index (you should inherit from particle class as the Particle class do not have any index or id variable).
GertParticles:
https://docs.unity3d.com/ScriptReference/ParticleSystem.GetParticles.html
How do you access the individual particles of a particle system?: https://answers.unity.com/questions/639816/how-do-you-access-the-individual-particles-of-a-pa.html
As I said, particles do not have any ID to identify them, I know that do not seem the "optimal approach" but look this example from Unity documentation about SetCustomParticleData function (https://docs.unity3d.com/ScriptReference/ParticleSystem.SetCustomParticleData.html) they iterate all of them.
Also on the same page, you can see one example to assign unique ID to each particle when it is born:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class ExampleClass : MonoBehaviour {
private ParticleSystem ps;
private List<Vector4> customData = new List<Vector4>();
private int uniqueID;
void Start() {
ps = GetComponent<ParticleSystem>();
}
void Update() {
ps.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
for (int i = 0; i < customData.Count; i++)
{
// set custom data to the next ID, if it is in the default 0 state
if (customData[i].x == 0.0f)
{
customData[i] = new Vector4(++uniqueID, 0, 0, 0);
}
}
ps.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
}
}
With the ParticleSystem.GetParticles
function you could catch all your "living" particles, then assign them an index (you should inherit from particle class as the Particle class do not have any index or id variable).
GertParticles:
https://docs.unity3d.com/ScriptReference/ParticleSystem.GetParticles.html
How do you access the individual particles of a particle system?: https://answers.unity.com/questions/639816/how-do-you-access-the-individual-particles-of-a-pa.html
As I said, particles do not have any ID to identify them, I know that do not seem the "optimal approach" but look this example from Unity documentation about SetCustomParticleData function (https://docs.unity3d.com/ScriptReference/ParticleSystem.SetCustomParticleData.html) they iterate all of them.
Also on the same page, you can see one example to assign unique ID to each particle when it is born:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class ExampleClass : MonoBehaviour {
private ParticleSystem ps;
private List<Vector4> customData = new List<Vector4>();
private int uniqueID;
void Start() {
ps = GetComponent<ParticleSystem>();
}
void Update() {
ps.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
for (int i = 0; i < customData.Count; i++)
{
// set custom data to the next ID, if it is in the default 0 state
if (customData[i].x == 0.0f)
{
customData[i] = new Vector4(++uniqueID, 0, 0, 0);
}
}
ps.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
}
}
edited Nov 22 '18 at 12:01
answered Nov 22 '18 at 11:32
LotanLotan
1,150215
1,150215
I am only interested in the particle that crashed. Why would I get all living particles and iterate ? Isn't there a simple way ?
– Mert Sevinç
Nov 22 '18 at 11:45
1
I've updated the question to answer your comment, if there is an optimal way, I don't know how to do it, but either the people from Unity ^^'
– Lotan
Nov 22 '18 at 12:02
add a comment |
I am only interested in the particle that crashed. Why would I get all living particles and iterate ? Isn't there a simple way ?
– Mert Sevinç
Nov 22 '18 at 11:45
1
I've updated the question to answer your comment, if there is an optimal way, I don't know how to do it, but either the people from Unity ^^'
– Lotan
Nov 22 '18 at 12:02
I am only interested in the particle that crashed. Why would I get all living particles and iterate ? Isn't there a simple way ?
– Mert Sevinç
Nov 22 '18 at 11:45
I am only interested in the particle that crashed. Why would I get all living particles and iterate ? Isn't there a simple way ?
– Mert Sevinç
Nov 22 '18 at 11:45
1
1
I've updated the question to answer your comment, if there is an optimal way, I don't know how to do it, but either the people from Unity ^^'
– Lotan
Nov 22 '18 at 12:02
I've updated the question to answer your comment, if there is an optimal way, I don't know how to do it, but either the people from Unity ^^'
– Lotan
Nov 22 '18 at 12:02
add a comment |
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