• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by ayaraee · Sep 14, 2016 at 02:52 PM · c#particlesparticlesystemparticle systemparticle

Destroy particles based on bounds not lifetime

Is it possible to bound a particle system? I.e. have it only run from x1 to x2, and y1 to y2. Any particle that exits the bounds is destroyed. Preferably done without collisions as they can be very expensive for a lot of particles and unnecessary So far I have this

 [RequireComponent(typeof(ParticleSystem))]
 public class BoundParticles : MonoBehaviour
 {
     public float MaxHeight;
 
     private ParticleSystem _ps;
 
     [Inject]
     public void Initialize(Settings settings)
     {
         _ps = GetComponent<ParticleSystem>();
     }
 
     void Update()
     {
         ParticleSystem.Particle[] particles = new ParticleSystem.Particle[_ps.particleCount];
 
         int num = _ps.GetParticles(particles);
 
         while (--num >= 0)
         {
             if (particles[num].position.z > MaxHeight)
             {
                 particles[num].lifetime = 0;
             }
         }
 
         _ps.SetParticles(particles, particles.Length);
     }

Is there a more efficient way to clear the particles based on position?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Get sprite id or grid x and y from particle on trigger. 0 Answers

Particle Playback Error in 5.4 0 Answers

Rotation of the Particle System is ignored for velocity over lifetime when the simulation space is Custom. Is this a bug? 0 Answers

How to get newest Particle in a ParticleSystem 1 Answer

Unity BUG crash when modify ParticleSystem MinMaxCurve 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges