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Question by Twayne · Nov 20, 2010 at 05:44 AM · meshparticleemitter

How can I solve my Mesh Particle Emitter problem?

I have been helped to find out that i can add an MPE with script

var pe : ParticleEmitter = wallChild.AddComponent("MeshParticleEmitter") as ParticleEmitter;

also I have learned that not all variables are exposed to scripting(I need Interpolate Triangles and the Normal Velocities). I am creating different shaped and sized meshes on the fly and want to add the MPE to the mesh. On the bright side, the settings I want from the MPE are always the same, just not the default settings. So can I do any of these things?

  • Adjust the default settings of MPE when AddComponent is called, it would load the MPE with Interpolate Triangles ON and The Min and Max Normal Velocities to 1 - like the Unity MPE page suggests you set!

  • I have an MPE on a gameobect in the game with the correct settings. Can I copy the MPE settings from the base mesh to my MPE settings on the created mesh?

  • Have a prefab with the correct MPE in it and Instantiate it and add to the created mesh. I am trying to do this with little luck as shown.

    var flameFire : Transform = Instantiate(FloorScript.FlameStuff, childWall.position, 
       Quaternion.identity) as Transform;
    flameFire.parent = wall.transform.Find("Cube");
    

    but something is wrong the MPE doesn't take the shape of the mesh of "Cube".

    Thank you.

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    Answer by Eric5h5 · Nov 20, 2010 at 06:53 AM

  • No, you can instantiate a prefab that has the settings you want.

  • No, see 1.

  • Assigning a parent won't do anything; you assign a mesh to a mesh particle emitter. But you have to do it indirectly by assigning the mesh to the attached MeshFilter component.

    GetComponent(MeshFilter).mesh = desiredMesh; // The ParticleEmitter component will use this mesh
    
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    avatar image Twayne · Nov 21, 2010 at 03:18 AM 0
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    Thanks again Eric5h5.

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