Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bug / Crash  Changing Num Particles in Runtime Stops Emission
#5
(13-05-2019, 08:29 AM)josemendez Wrote: Why'd you want to do that? this is entirely managed by the emitter, you should never need to modify the number of active particles directly. Moreover, the amount of particles used to represent a certain volume of fluid is automatically calculated from the resolution and emission speed. The pool size (num particles) is allowed to be set in order to cap the maximum amount of particles that can ever be active, but otherwise thinking in terms of particle count is discouraged. Unlike a regular particle system, the amount of fluid is expressed in volume units, not particle counts.

That being said, you can ensure a certain amount of particles is always active by setting the lifespan to inifinite, then using "Burst" emission mode so that all particles needed to cover the emission shape are emitted at once.


Ideally, I'd like to change the amount of fluid that is spawned based on a flow rate float value we're receiving from another program, as that float value would be dynamically changing and I'd like to avoid making two emitters for the low and high float values.
Reply


Messages In This Thread
RE: Changing Num Particles in Runtime Stops Emission - by Komsur - 13-05-2019, 02:02 PM