Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

look at picture #113

Closed
mry-ship opened this issue Nov 6, 2020 · 9 comments
Closed

look at picture #113

mry-ship opened this issue Nov 6, 2020 · 9 comments
Assignees
Labels
enhancement New feature or request released on @main

Comments

@mry-ship
Copy link

mry-ship commented Nov 6, 2020

NOTE: Your issue may already be reported! Please search on the issue tracker before creating one.

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

Describe the solution you'd like
A clear and concise description of what you want to happen.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
Add any other context or screenshots about the feature request here.

@mry-ship mry-ship added the enhancement New feature or request label Nov 6, 2020
@mry-ship
Copy link
Author

mry-ship commented Nov 6, 2020

image
image

@mry-ship
Copy link
Author

mry-ship commented Nov 6, 2020

image

@mob-sakai
Copy link
Owner

Yes, CanvasRenderer supports up to 8 submeshes (i.e. 8 materials).
If you need more submeshes than that, you can split them into multiple UIParticle.

@mob-sakai
Copy link
Owner

If you need more help, please attach a minimal project (included Assets, Packages and ProjectSettings directories) that reproduces the issue.

@mry-ship
Copy link
Author

mry-ship commented Nov 6, 2020

image
this is 6 same materials。total is 36

@mob-sakai
Copy link
Owner

Let me again.
Please attach a minimal project (included Assets, Packages and ProjectSettings directories) that reproduces the issue.
Your issues do not have enough information to fix.

@sp-alberto-uriarte
Copy link

I had the same issue and I solve it by splitting into multiple UIParticle as you suggested.
But I think @yanghu28 has a point, even if in the Rendering Order we have more than 8 submeshes some of them can use the same material (as in his last screenshot). So maybe the submeshes can be merged by material?

mob-sakai added a commit that referenced this issue Nov 20, 2020
NOTE: Performance will be improved, but in some cases the rendering is not correct.

Close #113
github-actions bot pushed a commit that referenced this issue Nov 20, 2020
# [3.3.0](3.2.0...3.3.0) (2020-11-20)

### Bug Fixes

* the particles may disappear unintentionally ([2ec81da](2ec81da)), closes [#117](#117)

### Features

* ignore rendering of particle systems that do not have a SharedMaterial and TrailMaterial ([08c4aba](08c4aba)), closes [#118](#118)
* show/hide materials in inspector ([4b4aebf](4b4aebf))
* shrink rendering by material ([46a7ddd](46a7ddd)), closes [#113](#113)
@github-actions
Copy link

🎉 This issue has been resolved in version 3.3.0 🎉

The release is available on GitHub release

Your semantic-release bot 📦🚀

@mob-sakai
Copy link
Owner

mob-sakai commented Nov 20, 2020

Fixed in v3.3.0.
Use Shrink By Material option and call UIParticle.RefreshParticles() after adding ParticleSystem.

LionelPerrault added a commit to LionelPerrault/Unity-Particle that referenced this issue Jul 25, 2023
# [3.3.0](mob-sakai/ParticleEffectForUGUI@3.2.0...3.3.0) (2020-11-20)

### Bug Fixes

* the particles may disappear unintentionally ([2ec81da](mob-sakai/ParticleEffectForUGUI@2ec81da)), closes [#117](mob-sakai/ParticleEffectForUGUI#117)

### Features

* ignore rendering of particle systems that do not have a SharedMaterial and TrailMaterial ([08c4aba](mob-sakai/ParticleEffectForUGUI@08c4aba)), closes [#118](mob-sakai/ParticleEffectForUGUI#118)
* show/hide materials in inspector ([4b4aebf](mob-sakai/ParticleEffectForUGUI@4b4aebf))
* shrink rendering by material ([46a7ddd](mob-sakai/ParticleEffectForUGUI@46a7ddd)), closes [#113](mob-sakai/ParticleEffectForUGUI#113)
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request released on @main
Projects
None yet
Development

No branches or pull requests

3 participants