Unity custom particle system video tutorial. Making Christmas tree and curves

This video tutorial about custom particle system feature in Unity Engine. This feature allows you to create and manage particles data of the shuriken particle system manualty in code. It is very useful feature if you need to manage many same objects in scene. It allows you to make very good performance optimization in some cases.

Author: Sergey Taraban

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In this video tutorial I make a dynamic rope curves and nice Christmas tree particle effects.

All related materials you can find in this pack file below.

Download package file: CustomParticleSystem.unitypackage

 

Particle Controller script

This script allow you to manage custom particle system.
// ParticlesController script
// Copyright (C) 2013 Sergey Taraban 
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//

using UnityEngine; using System.Collections; using System.Collections.Generic; using System;

[RequireComponent(typeof(ParticleSystem))] public class ParticlesController : MonoBehaviour { public Color color = Color.white; public Vector3 segmentDir = new Vector3(1.0f, 0, 0); public float StartAngle = 0.0f;

private Mesh m_Mesh;
private int[] m_Indices;
private Vector2[] m_UVs;

ParticleSystem.Particle[] particles;
ParticleSystem mPrSystem;
int mCurrCount = 0;

static int MaxValueToHide = 10000;

private int mVertexCount = 0;
void Awake ()
{
	mPrSystem = particleSystem;
	mPrSystem.Play();
}

void Start()
{
}

void LateUpdate() {
	UpdateSegments();
}	

public void UpdateSegments()
{
	if(particles == null) {
		return;
	}

	mPrSystem.SetParticles(particles, mPrSystem.particleCount);
}

public bool IsReadyToUse()
{
	return mPrSystem.particleCount > 0;
}

public void SetVertexCount(int aCount)
{	
	if(particles == null) {
		particles = new ParticleSystem.Particle[mPrSystem.particleCount];
		mPrSystem.GetParticles(particles);
	}

	if(mCurrCount > aCount) {
		for(int i = aCount; i < mPrSystem.particleCount; i++) {
			particles[i].position = new Vector3(0, MaxValueToHide, 0);
		}			
	}

	mCurrCount = aCount < mPrSystem.particleCount ? aCount : mPrSystem.particleCount;		 		 		if(aCount > mPrSystem.particleCount) {
		Debug.LogError("SetVertexCount(): vertex count > particles cache");
	}
}

public void SetPosition(int aIndex, Vector3 aPosition)
{
	if(aIndex < 0 || aIndex >= mCurrCount) {
		return;
	}	

	particles[aIndex].position = aPosition;
	if(aIndex > 0) {
		Vector3 dir = (particles[aIndex].position - particles[aIndex-1].position);
		particles[aIndex].rotation = AngleAroundAxis(segmentDir, dir) + StartAngle;
		if(aIndex == 1) {
			dir = -(particles[0].position - particles[1].position);
			particles[0].rotation = AngleAroundAxis(segmentDir, dir) + StartAngle;
		} 
	}
}

public void SetColor(int aIndex, Color aColor)
{
	if(aIndex < 0 || aIndex >= mCurrCount) {
		return;
	}	

	particles[aIndex].color = aColor;
}

public void SetScale(int aIndex, float scale)
{
	if(aIndex < 0 || aIndex >= mCurrCount) {
		return;
	}	

	particles[aIndex].size = scale;
}

static float AngleAroundAxis ( Vector3 dirA, Vector3 dirB ) {
	float res = Vector3.Angle(dirA, dirB);
	res *= Vector3.Dot(Vector3.up, Vector3.Cross(dirA, dirB)) < 0.0f ? -1.0f : 1.0f;
	return res;
}

}

 

 Sine curve script

3D and 2D curves 3D and 2D curves
// RopeTape script
// Copyright (C) 2013 Sergey Taraban 
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//

using UnityEngine; using System.Collections;

[RequireComponent(typeof(ParticlesController))] public class RopeTape : MonoBehaviour {

ParticlesController mParticlesController = null;

float timer = 0;
float mPhase = 0;

public float Amplitude = 10.0f;
public float AmplitudeZ = 5.0f;
public float XIncrement = 1.0f;
public float dx = 1.0f;
public float PhaseIncrement = 0.1f;
public float Width = 1.0f;

// Use this for initialization
void Start () {
	mParticlesController = GetComponent<ParticlesController>();
}

// Update is called once per frame
void Update () {
	mPhase += PhaseIncrement*Time.deltaTime*Mathf.PI;
	if(mParticlesController.IsReadyToUse()) 
	{
		timer += Time.deltaTime;
		int particlesNum = mParticlesController.particleSystem.particleCount;
		mParticlesController.SetVertexCount(particlesNum);
		float t = 0;
		float fy = 0;
		float fz = 0;
		float dl = 0.01f;
		for(int i = 0; i < particlesNum; i++) 
		{
			fy = Amplitude * Mathf.Sin(t + mPhase);
			fz = AmplitudeZ * Mathf.Sin(t + mPhase);
			mParticlesController.SetPosition(i, transform.position + new Vector3(dx*i, fy, fz));
			t += XIncrement*0.001f*Mathf.PI;
			mParticlesController.SetScale(i, Width);
		}
	}
}

}

 

Christmas tree stript

unity christmas tree Christmas tree using custom particle system

I use this script in my tutorial for making a Christmas tree in Unity.

// ChristmasTree script
// Copyright (C) 2013 Sergey Taraban 
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//

using UnityEngine;
using System.Collections;

public class ChristmasTree : MonoBehaviour {

	ParticlesController mParticlesController = null;
	float mCurrPhaseOffset = 0.0f;

	public int MaxParticlesNum = 800;
	public bool showAllAprticles = false;
	public float Height = 0.1f;
	public float startRadius = 0.5f;
	public bool fixedLineStep = true;
	public float lineStep = 0.05f;
	public float angleStep = 0.5f;
	public float particleScaleMax = 4.0f;
	public float rotateSpeed = 1.0f;

	float timer = 0;
	float mOldCangeColorTime = -10.0f;

	// Use this for initialization
	void Start () {
		mParticlesController = GetComponent();
		//mParticlesController.SetVertexCount(50);
	}

	// Update is called once per frame
	void Update () {
		if(mParticlesController.IsReadyToUse()) 
		{
			timer += Time.deltaTime;
			int particlesNum = showAllAprticles ? MaxParticlesNum : (int)Mathf.Lerp(1, MaxParticlesNum, timer/8.0f);
			mParticlesController.SetVertexCount(particlesNum);
			mCurrPhaseOffset += rotateSpeed * Time.deltaTime;
			if(mCurrPhaseOffset >= 360.0f) 
			{
				mCurrPhaseOffset = 360 - mCurrPhaseOffset;
			}
			float dAlpha = 0;
			float dL = lineStep;
			float heightOffset = 0.01f;
			float offset = heightOffset;
			bool isChangeColor = ((int)timer - mOldCangeColorTime >= 1.0f);
			if(isChangeColor)
			{
				mOldCangeColorTime = timer;
			}
			for(int i = 0; i < particlesNum; i++) 
			{
				float R = offset * startRadius;
				float angle = dAlpha + mCurrPhaseOffset;
				if(angle >= 360.0f) {
					angle = 360.0f - angle;
				}

				float x = R * Mathf.Cos(angle);
				float z = R * Mathf.Sin(angle);
				mParticlesController.SetPosition(i, new Vector3(x, Height*i, z) + transform.position );

				float coeff = (float)i/(float)particlesNum;
				if(isChangeColor) {
					Vector3 color = new Vector3(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f));
					color = color.normalized;
					mParticlesController.SetColor(i, new Color(color.x, color.y, color.z, 1.0f));
				}

				mParticlesController.SetScale(i, Mathf.Lerp(1.0f, particleScaleMax, coeff));

				if(fixedLineStep) 
				{
					dAlpha += dL * 180.0f / (Mathf.PI * R);
				} 
				else
				{
					dAlpha += angleStep;
				}
				offset += heightOffset;
			}
		}
	}
}

 Author: Sergey Taraban

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