10-03-2022, 11:51 AM
(This post was last modified: 10-03-2022, 11:57 AM by josemendez.)
(10-03-2022, 11:42 AM)alex798 Wrote: Oh thanks - so the second particle was the problem of such behavior...
[...]now everything is a lot easier
No worries!
(10-03-2022, 11:42 AM)alex798 Wrote: Users usually don't know what intristic works are done- so they know only about blueprint editors which shows tangents and orientations- so I thought thats how its adjusted-
Obi is a particle-based engine, blueprints/editor tools are just that: tools to help you place particles. At runtime, there's only particles and constraints. This keeps things nice and simple since all your game has to worry about is particle data.
http://obi.virtualmethodstudio.com/manua...index.html
Quote:Obi is a collection of particle-based physics plugins for Unity. Everything in Obi is made out of small spheres called particles. Particles can interact with each other, affect and be affected by other objects trough the the use of constraints.
This is also how many other systems in Unity (and other game engines) work, it's an ubiquitous pattern: not every tool that you use in editor is available at runtime, oftentimes they only exist to make your life easier. For instance, when making a forest in Unity, all the game needs to know is where are trees placed, and the type of each tree. You can quickly paint vegetation on terrains using Unity's terrain editor, but at runtime there's no "brush" or "splat" tools. They are there just to help you place trees in the editor.
Same for ropes/rods: you can use the path editor - with control points, tangents, etc- to quickly define the initial placement, thickness, color, and meaning of particles. But at runtime, there's no "tree splatting tool": all you have are trees.