Documentation
Here you'll find valuable resources to improve your skills in the Playground.
Here you'll find valuable resources to improve your skills in the Playground.
See the Version History document for latest changes.
Once Particle Playground is imported to your Unity® project you'll get started through the home screen ”Playground Wizard”. You can find it in Window > Particle Playground. From here you can create new Particle Playground systems and manage your Presets.
To create a new Particle Playground system through script you can use the PlaygroundC class and the wrapper function Particle() which will return a PlaygroundParticlesC object. The Particle Playground systems are all driven by a Playground Manager, this will instantiate automatically if you don't already have one in your scene upon creation.
Instantiate a new Particle Playground system:
PlaygroundParticlesC particles = PlaygroundC.Particle();
Instantiate a previously created Preset:
PlaygroundParticlesC particlePreset = PlaygroundC.InstantiatePreset("Name");
Make sure you use the namespace ParticlePlayground at the top of your document. For examples on how to access and control a Particle Playground system through script, please see the "Simple Script" library provided with the package.
First, make sure you do a backup of your project before updating. Due to the heavily rewritten code and multithreading support in Particle Playground 2.0 some changes has been a necessity. Certain parts will need manual updating.
It's recommended to start clean where you remove the previous Particle Playground folder (exclude any presets) as 2.0 has a new structure. Any presets you intend to instantiate through InstantiatePreset("name") must be of type User and placed in the Resources/Presets/ folder - this is to not export any unnecessary dependency assets to your final project.
Should you need further assistance please open a support errand at support@polyfied.com.