(25-10-2021, 04:04 PM)CreepGin Wrote: Someone can correct me if I'm wrong, but I think
1) You set in the corresponding ObiEmitterBlueprints' Capacity field
2) Easiest way is to just set the lifetime to be a large value
3) For a rough estimate, you can count the active particles through ObiEmitter.activeParticleCount. You can take a look at IObiParticleCollection and ParticleImpostorRendering for more info.
Thanks! I'll try to experiment.
(25-10-2021, 04:49 PM)josemendez Wrote: CreepGin's answers above are correct, just for completeness:
1) Yes, you set your blueprint's capacity. Link to the manual: http://obi.virtualmethodstudio.com/manua...rials.html
2) When setting the emitter's lifetime to a *very large value*, note you can actually set it to infinite by typing the word "Infinity" into the numeric field, and pressing enter. This trick works with any numeric field in Unity, not just Obi's.
3) Count particles if you want a rough estimate, if you want the actual volume in cubic meters then multiply by the volume of a spherical particle: 4/3 * PI * (radius)^3.
Thanks! I will try.