

For example, water or debris should be obstructed by a solid wall rather than simply passing through it. When other objects surround a particle system, the effect is often more convincing when the particles interact with those objects. This affects how “watertight” the collisions are - at lower quality levels, particles may sometimes pass through colliders (World mode only). How many collision shapes can be considered for particle collisions. Particles will only collide with objects on the selected layers (World mode only).Īllows the particles to also collide with dynamic objects.

If enabled, particle collisions can be detected from scripts by the OnParticleCollision function. Particles travelling below this speed after a collision will be removed from the system.Īllows you to adjust the radius of the particle collision spheres, so it more closely fits the visual edges of the particle graphic. The fraction of a particle’s total lifetime that it loses if it collides. The fraction of a particle’s speed that rebounds from a surface after a collision. The fraction of a particle’s speed that it loses after a collision. Renders the collision bounds of each particle as a wireframe shape in the scene view Size of planes used for visualization (Planes mode only). Selects whether the collision plane gizmos will be shown in the scene view as wireframe grids or solid planes (Planes mode only). Planes Module Properties Property:Īn expandable list of Transforms that define collision planes (Planes mode only). Planes, 3D and 2D worlds are all options for particle collisions. This module controls the way particles collide with solid objects in the scene.
