♪ [MUSIC] ♪ [NARRATOR] Welcome to Unite Now
where we bring Unity to you wherever you are. [TIM] Alright. It looks like it
is time, so let's go ahead and dive right in, everyone. Thank you, for coming. Big welcome. I'm looking through
the chat right now, and everybody who is attending,
it looks like we've quite a few familiar names, it looks
like we've a few new names as well For those who are just getting here for their first Unity Learn
Live, welcome. And for those who are coming back
for a second or third, tenth... we certainly see quite
a few familiar names. Big welcome back
to you guys as well. So,you are here to learn about
Particle Systems. What exactly does that mean? We're here to learn
about Unity 3D, obviously, and within that, there's special
tool called the Particle System. We're going to learn how we can
create different effects, such as rain, snow, as well,
fire and smoke with these Particle Systems. If you haven't already, let us know
where you're from in the chat. And if you're planning
on following along today, go ahead and start downloading
the Particle System Assets at the bottom there. James,
thank you for dropping those in. And let's go ahead and dive in. Who's the voice? Tim, here,
calling in from Florida. Usually calling in
from San Francisco. I'm here for a few weeks. And I am the Director
of Design at KairosXR. That is a development agency for
occupational training solutions where we use Unity
as our primary development tool. I work alongside the Unity team,
as well, very closely, leaning more towards design. And joining me today, we have some really awesome
Unity Developers, as well. We have James, Brian, Khushboo,
Aaron, and Daniel, as well. For those who are coming back,
again, you know the main advantage, the primary advantage
of these sessions is access to the instructors. And having an effective training,
this is a session you have all of
your questions answered. With that said, feel free to ask any question. Feel free to ask any question
that you have, and we'll get to those questions
as soon as possible. How do these sessions
typically break down? We start with a little bit
of housekeeping. A quick overview, we will
be working in 2019.4 today. We'll go over some
of the session guidelines, and we're going to go into
some of the tips and tricks getting started
with Particle Systems. Today we have an hour and a half
together, that's 90 minutes. Not two hours. [LAUGHS] Typo. We will be going through four
distinct challenges here, with a little extra challenge
in the end, time permitting, then we'll wrap up a few minutes
in the end, talk about next steps, and additional resources as well. We recommend this Zoom layout. You can keep the chat in the upper
right. That's how I do it, as well, so I can keep an eye
on all of the questions and comments coming in. Then expanding the screen... go into full screen, I should say,
for the rest of the Zoom window, so you can bounce back and forth
to your Unity window as well. How do we make the most
of these sessions? I did mention when introducing
the other instructors on call, are direct access
to get all your questions answered. To get most out of these sessions,
we recommend that you follow along. You have a Unity window open,
we'll interact, we'll go back and forth,
I'll demo a little bit, and we'll work together. The TAs will help you
along the way, if you get stuck. But either way, we are here
as a resource for you. Yeah, James.
[JAMES] Hey, Tim. I don't think you're
sharing the right screen, because we still see
the title screen. [TIM] Oh, right. [CHUCKLES] Thank you, James.
Thanks for hopping in there. It looked like it was... It wasn't sharing.
The share was locked. Thank you for hopping in. Which slides were I talking
Was I not speaking to you there? Again, here's my face. [LAUGHS]
I'm very sorry for that, everyone. This is me. I'm Tim.
Here are our fabulous TAs. This is the slide I was referring to. And again, we will be
working in 2019.4. We'll start out with a few tips
and tricks in the Particle Systems. This is the slide I was speaking
to you before. And here are the four
distinct challenges that we'll be going through.
We'll be setting up Particle Systems, we'll be setting up smoke
effects, fire, rain, and we'll be setting up snow as well. Then we'll wrap up. Lastly is the actual format here. Typically, I'll go through a demo,
you can watch that, and then, you will follow along and
you'll do, then explore together. Cool. Here's the Zoom layout
I was thoroughly describing before. And here's the last slide. If you're new, you'll be able to
catch up on the recordings later. These sessions are recorded. We'll be distributing that
after this session as well. If you don't want
to follow along, that's fine. You can just watch. Some of us
come here just to watch, others come here to work together
and collaborate on this. Again, this session is here
as a resource for you. One last note there on that slide
before we keep on going, If you look at the bottom
of your Zoom screen, there is an icon for the Q&A. And you'll see that the Q&A feature
is a Q&A button. Go ahead and drop all
your questions in regards to Unity or the topics we're covering
in that Q&A window. Then TAs will go through and get
to those as soon as possible. We tend to have an active chat
channel, as you can see from all the new messages. It's possible your questions
will get lost in there. Go ahead and use that Q&A
button at the bottom. Alright. We made it through. I wasn't sharing the entire
presentation, but we made it through. Let's go ahead and let's start diving in. I mentioned in this session,
we'll be working together a few examples of different use
cases for the Particle Systems. We'll start with snow,
moving to smoke, moving to fire, and then rain,
then in the end, we'll work on a few gas planets. We'll use the sun as an example,
but we can make planets, or any planet out of
the Particle Systems, too. Time permitting, we'll dive into that,
but for sure, we will hit these four. As always, we want to create a
space for you to set up the project. If you haven't done so, download
the Asset Package from Learn. Just make sure that...
I'm taking a look at the chat to make sure that
the Assets are in there. James, if you wouldn't mind
dropping those Assets one last time. Would be appreciated, thank you. And once you download the Assets,
open up a new Unity Project. We'll be working in 2019.4. Extract that Package,
and import it into Unity. As you're downloading it, let's go over some of the basics. Why do we care about
Particle Systems? It's a handy tool
for special effects. Now, with the release
of the Universal Render Pipeline, the High-definition Render
Pipeline, Unity has a new tool called the VFX Graph,
which is a new Particle System, or effectively a new Particle System
that renders out on the GPU. Which means now we have access
to millions of particles rather than thousands.
But in this case, we are starting with the first Particle System. This Particle System is capable
of rendering thousands of particles and is locked to the CPU. That's the distinct difference
between the VFX Graph and the Particle System. VFX Graph, GPU; Particle System, CPU. Why does that matter?
When it comes down to deciding which one you should use,
if you require an effect with a ridiculous number of particles, then certainly, you should lean
towards the VFX Graph. With that said, if your project
is GPU-bound, you may not have that as an option.
Thus, you'll need to use a CPU to render these out for
the Particle System, in this case. Common use cases
for the Particle System: we can simulate liquids, and
smoke and clouds, flames as well. If you're in the gaming world,
you can simulate magic spells, and a whole other
set of effects as well. This is why we're excited. It's all base in the Editor as well. I will hop into my Editor and
start creating the snow particle. How we will do that? We first add
the Particle System to the Scene. If you work through the challenges
ahead of this session, these will look very familiar. We will work through
those challenges together, but we will elaborate,
and we'll build on those as well. We'll open up a new Scene.
We'll add a new Particle System. Then we will modify a few
of the general particle settings as well on parameters. Such as Noise, Collision,
the Emission and Shape. Alright. I will create
a new share here. Go over to my Scene. Alright. Here is our Scene. As you open up your project,
you can have a few different Scenes that you can take a look at. I'm just double-checking to
make sure we're on the right one. If you open up your Project,
you'll have the Scenes folder, and you can open up Starter,
or you can open up Examples. As a first step, I'm in Starter. I'm sorry because that's where
will be building out the majority of all of our Particle Examples. A great way to get started
with the Particle System is by looking at professionally
done Particle Systems. One way you can do that
is by downloading the Unity Particle Asset Pack on the Asset Store or the Package
Manager, if you're in 2020, and taking a look at how
some of these were done. If we click on one randomly,
we'll see that we have these bugs flying around,
with the tails as well. We have the Fireflies, and then
within the Inspector, we can look at all of the different parameters
that they're using, and engaging to create these effects. You can see in the Renderer,
we're using a FireFly texture, or a FireFly material. We have a Trail material as well. If you're not excited about that,
we can look at another one. Looks like we have some slime here,
or some green slime. Some more slime, and you could see
they have all these use cases and examples of particles. As we go through them, we can click
through all the parameters and see what exactly did
the Visual Effects Artist use or do to create these effects. Alright, so that's the first step, as we're going through the project,
you've now imported the Package, you are in the Examples,
and you're exploring. You're exploring some
of the different features here. If you already explored,
you found a few that you liked, you can hop back in
to the Starter Scene. Let's start creating
our snow effect. You can see here, I have a few
other particles as well. This was from before,
when I was playing around. Let's create our first particle. Cool. Once you create
a first particle, let's drag it in. Another hack as well.
If it spawns way off in the camera field of view,
you can select it and hit Ctrl+Shift+F,
and that will spawn where your camera is. As a pro tip, if it becomes too
cumbersome to try to use the Gizmo here to rotate,
I highly recommend when you're working with particles,
just use rotation transform values. Alright, so we are creating snow.
What does that mean? First step, we've added
particles to the Scene, let's rename it to "Snow." Now, we will modify the first set
of parameters, the first module. The first step is reduce
the Speed to 0 because we don't actually want
anything flying up. As you can see, reduced to 0. And we'll increase
the Gravity Modifier. We won't increase it much.
We'll just increase to 0.1 so that the snow
starts to gently fall. I suppose we're starting
to get the right shape. We're starting
to resemble some snow. For those who come from snowy places, which frankly, I'm not sure,
except for Antarctica, where in the world would be snowing? However, you can start to see
some of the similarities there. What's the next step? The next step
is to change the Start Size. These are pretty big snowflakes.
Let's make those a little smaller. You can go to the Start Size,
and either scrub that down or set it a little more precisely.
We will set it to 0.2. Alright. Then the next step... How do we expand the area,
and this is a small cloud of that, is the only area where it's snowing. What we can do is expand the Emission, or excuse me, we can modify the Shape. The Shape, by default, is set to Cone. We can change this, let's say,
we wanted to expand it across the ceiling here. Again, if our goal is to expand it
across the entire ceiling, how do we do that?
Well, we change the Shape from a Cone to a Box. Then from there, we can modify
the Shape by adjusting its Scale. We'll tighten it up a bit. And now, we have our snow
coming off the ceiling. Of course, snow doesn't come
off the ceiling, so what we can do is let's pull it out,
let's bring it up, and let's expand it
across the entire top. Oops, wrong value. Alright. I pulled the particle,
I just manually brought it up, and very imprecisely, I might add. I brought the Particle System
so it sits above, next to the roof, and then expanded the Box,
because we're now emitting from a Box shape. Cool. Alright. How do we get more,
how do we make this a storm? We can increase the Rate over Time
so we're emitting more. But as we go up each second,
we're not telling it that the Particle System,
for every second, we need to emit another 55 particles,
and that's quite a bit. We could also make it
a larger blizzard. And eventually, we will cap out. How do we increase the number of
Max Particles in the Scene at once? If we look back up
at the first module, you'll see that there is
a Max Particles parameter. And we can increase that,
let's increase that to 3000. Again, relatively arbitrarily
chosen right now. But we're here just to explore. Alright. When you are ready,
let's hit Play and take a look. How does it look? As you hit play, you'll find
you already have player controllers attached,
you can use WASD, and your mouse as well. We have something
that resembles snow. But as many of us know, from living
in a snowy environment, snow does collect on ground,
unless it's hot around. Let's update a few parameters
so that it collects on the bottom. The parameter that we will
explore now is Collision. Let's update the Collision... excuse me, enable the Collision. We enable the Collision,
and we're changing the type from Planes to World. It's important to know the difference
between World and Planes. If we keep it on Plane,
then we can precisely choose which Plane
the particles will interact with. However, if we move to World,
it will interact with all the GameObjects in the World
based on the Bounce and Geometry. As we make this change as well, you'll notice a bunch of other
parameters popped up. What do these parameters mean? The ones that are important now
would be Dampen. Let's hit Play on these,
you will see this bounce and sporadic behavior
that doesn't look like snow. [LAUGHS] I don't know about you guys,
but I don't think I've seen snow that bounces quite like this. That's not our desired behavior. But what we can do is reduce
our Bounce down to 0 because we don't want it to bounce,
and we don't want these to roll; these are not marbles,
these are particles. It's supposed to be snow.
Let's increase the Dampen to 1. Now, they're stopping
and are not moving. That's a lot more accurate. The last bit we'll look at before
we move to the next challenge is the Noise. We can add some Perlin Noise, and other types of Noise as well, to create some kind
of wind effect as well. As we know... when it snows, typically,
there's a bit of wind, and snowflakes, unless
it's heavy snow. It doesn't necessarily fall
directly to the ground. How do we add the effects of a little bit of wind
and that movement? We can add the Noise.
Go toggle on Noise. We can increase the Strength,
if it's a blizzard, or we can decrease the Strength, just so that there's a bit
of character that's falling. Awesome. That is our intended effect. That's all you need to do
to create snow. As you saw, it wasn't
that complicated. We didn't need to animate anything, we didn't need
to customize any features. This is a nice warm-up activity as we dive into
more particle effects. Alright. Let's kill that for now. I'll look at the chat. I'll hop back to the presentation
before we continue. Just want to be sure we are doing
okay, there aren't any questions, or any notifications
that I'm not sharing my screen. We have a few questions there. Also, Mendisi
pointed out, thank you. Yes, in the southern hemisphere,
you're absolutely right, it is winter. Listen, I'm in Florida right now,
it's ridiculously hot. I'm a little tunnel-visioned here,
but yes, in the southern hemisphere, it is winter, so hopefully,
there's some snow down there. We're creating
a simulation for them, for our friends coming
from the southern hemisphere. The next question there,
is there any way to change color? Yes, absolutely, there's a way
to change the color. This will be quite limited
if there weren't. Let me go back to the Project. How do we change color?
Let's hit Play. We have a Start Color here.
We have a few ways to change color. We can either modify
the Start Color. Let's create blue. Actually, something a bit more
apparent here. Let's make red. As we look at these, we will have
some embers coming down. We can also randomize. Your next question may be, "Okay,
we can modify the Start Color, but what does this arrow do
right next to the Start Color?" We have a few drop-downs here. We can make it Gradient. If we wanted to... Let me start with the other ones. We have a Random Between Two Colors
which will automatically assign a randomly assigned color value to each particle between
the two color values. If we go Random Between Two,
some of them may be white, some of them may be red. Random Between Two Gradients
is the same thing, but we also have the gradient
values that we can assign. For instance, if we wanted
to start as red, and we want to add another color,
that may be blue, then we will have some
of the particles blending between, eventually hitting
that nice purple. Then we have
a Random Color as well. Perhaps you want to assign
a random color to the particle somewhere in this whole gradient. You have a few options, right now, we're playing around,
we're just exploring. But what if we want
to create embers from a fire? Or sparks coming from a fire? And each spark should look
a little different. Some of them are orange,
some are yellow, some are red, that's when the Gradient
becomes interesting, or perhaps Random Between Two Colors
becomes more interesting. Alright, let's keep moving on here. There are a few more important
parameters within this first module. There is the Simulation Speed. If we want everything
to move really quick, this is an interesting effect
if you're building out a game, or for whatever reason, you go to a
particular area, you want the effect to accelerate for whatever reason. You can use the Simulation Speed. Additionally, let's say that
everything is almost perfect, but things might be moving
a little too fast, we can reduce
the Simulation Speed as well. We can reduce it to half the speed.
And things move even more slowly. There are a few more important
parameters here. For instance, Duration right now,
we have Looping, but if we turn off Duration,
then we can set the amount of time that the Particle System
will emit particles. There's Looping, once it gets
to the end of the Duration, we set it to 5 seconds,
by default it's set to 5 seconds, but if you like the Particle System
to keep on Looping, keep on moving, then we can hit
this Looping feature. Then Prewarm is the last important
one that we'll keep an eye on before we continue exploring
additional exercises. Prewarm... as you turn on particles,
if you keep Prewarm off, then they will start from the
origin point of the Particle System. However, and let's Restart,
you can see now because the origin point
is at the top, the particles will begin to fall. Let's hit Restart
with the Prewarm on. As I hit Restart, the particles
are already landing on the ground. Why is that? Because it
pregenerates the particles, it precalculates where they land. And now I've lost the particles.
Here we go. Let's move on
and create some smoke. Because now, we'll use textures
and we'll create more realistic-looking effects. Let's reset it back to white
because it's snow. Cool. We toggled that off. Why?
Because performance matters. And eventually, you'll have so many
particles in your Scene that performance will take a hit. Alright. The next step
is to create some smoke. Let's go ahead and follow
these very similar steps, but instead of making them fall,
we will make them rise. How exactly will we do that? We will create
a new Particle System. We will modify a few
of the general particle settings in the same module
where we are working. We will modify the Emission
and Shape again. But this time, we will modify
something called the Renderer or the Render Module. And the Texture Sheet Animation. We will move into
new territory here. We will add textures
to each particle. Then we will be using a Texture
Sheet to animate different effects so that each particle
doesn't look exactly the same. And yes, we will use
some Noise again. I'm seeing a few comments here. Somebody says, "I totally see
the potential to becoming obsessed with this.
It's a really deep space." This is fun for hours, effectively. That's really the best way
to get better is continue to dive deeper
and continue to explore. Dissecting the particles
that exist on the Asset Store, then continue playing around
with your own exploration. Let's create another
Particle System. Again, it spawned way over there,
so let's bring it back. I'm going to position it
right under this light. Remember out trick: Ctrl+Shift+F, so we could spawn it exactly
where we like to. The next step, we will
create some fire. We will be placing fire
directly under the smoke. Alright. We have a Particle System. The first step is to make it
look like smoke with the color. Let's look at this Start Color
and make it smoky gray. Even make it look brown. And let's decrease the Start Speed and increase the Start Size. Alright. Right now, we're ripping
through the Particle System. We're not very precisely creating
any of the target effects. That's totally okay because so much
of it is more of an art rather than a science,
and that's the beautiful part of working with VFX. We won't touch the Duration.
We'll make sure it's Looping. And let's make sure
it's Prewarming as well, because why not in this case? We modify the Start Speed,
we modify the Start Size. That might be a bit too big,
so let's bring that down a bit. And let's look at the Emission. We would like to increase the amount
of particles emitted at once. Let's double this. Again,
relatively arbitrarily chosen. In the context of the entire system
or the final piece, we found that 20 starts
to look a bit better. But again, this is something
you can play with. We want every second the Particle
System to emit 20 particles. And now, let's modify the Shape. The Shape, by default,
is set to a Cone. But let's close out
that starting point, make it a bit narrower. By adjusting the Angle,
as you can see, with the blue icon
or the blue Gizmo here, if we increase the size
of the Angle, we increase the direction that the Particle System
may emit particles. And if we close it out, eventually,
it becomes more of a cylinder. And we can reduce the width
of that cylinder by adjusting the Radius. We will
bring that Radius down to 0.2, then the Angle will be,
it doesn't need to be 0, let's make it 0.5. [LAUGHS] Let's make it more than 1
because, clearly, that doesn't have much of an effect. Then it's moving out a bit. Alright. So we have modified
the Emission, we have modified the Shape,
and let's modify the Renderer. I mentioned we have a new
module we'll play with, and that is called the Renderer. At the very bottom, you'll find
the Renderer module, and this is the module responsible
for housing all of your materials. We took the liberty of creating
the material for you. It's of type, I believe... I believe called SmokeLight. Yes. You'll find that if we zoom in
to SmokeLight, it looks like a Texture Sheet,
because it is a Texture Sheet. I'll show you how to adjust this
in just a minute, but let's find SmokeLight quick, so we can take a closer look
at the material. You'll find that SmokeLight... it's one of the Unity Standard
Asset materials, or rather, in their Standard
Particle Pack they built for us. The Shader, in this case,
is a Standard Surface Shader, that's a Particle Shader,
made a bit special for us. Of course, you can create
any Shader or any material and add it on there as well. Let's go back to our Particle System.
Forgot to rename it to "Smoke." Let's rename it to "Smoke." Alright. Let's kill the
Texture Sheet Animation. The next step is to move up
and enable Texture Sheet Animation. Right now, when we enable it,
it's set by default to Tiles 1 by 1. This particular
Texture Sheet is 5 by 5. Go ahead and update that to 5 by 5. The Particle System loops through
the Texture Sheet. And eventually it hits
all 25 Textures... or Sprites. [LAUGHS] All 25 Sprites. Wrong word there. Now you can start seeing we're
getting some interesting behavior. It's starting to look
a lot more like smoke. It's a little easier to see when
we move it out, look at it from... When you look at it against
the sky, it's easier to see, but it's not the case.
We'll leave it there. Let's make the final adjustment
and create a bit of Noise, so that we're not having it
go straight up. And yes, when you increase
the Strength, it will fly all over the place
like it's in a vortex of sorts. But let's reduce that down
to something simpler like 0.5. Let's go 0.1 because 0.5
is way too much. Cool. We can bring this down
a little more as well, 0.05. Great, now we're seeing some
more unpredictable behavior, which is what we like in smoke. Before we take a step back
for a few minutes and let you guys catch up
and continue exploring on your own, let's look at a few other modules,
such as Rotation. We have Start Rotation. If we set this Start Rotation, then we can make the smoke rotate
as it continues to move until it disintegrates
or until it deactivates naturally through the Particle System. When creating smoke, or something
that's relatively transparent, say mist or fog or steam as well, typically, the Start Rotation
value is used. We can crank it up if we want
to create a lot of rotations. A little harder to see because
it is relatively transparent. But that's how you create some kind
of twisting effect within the smoke. You may start noticing
that as the smoke... reaches the end of its life, or the
particles reach the end of its life, they just disappear, and that
doesn't look all that great. How do we make the smoke fade? Well, we also have
Color over Lifetime. Let's look down through our list. As you can see, there are a few
modules we can add here. Again, it's all about familiarity
right now, not mastery. But after the session, I recommend
you go through, start playing around with the different effects
and see what you can create. Here we are: Color over Lifetime. Let's create that,
Color over Lifetime. In the beginning,
we can start this... or we'll look at the Alpha on the top.
The Color is at the bottom. We'll look at the Alpha. In the
beginning of the part of its life, the Alpha will be 255 or full. Then let's move towards
the last quarter. We'll also have a full Alpha.
Let's add... one last tab at the top, so we can reduce
the Alpha down to 0. Now, as a particle nears
the end of its life, the Alpha starts to become 0. We can play around
with these as well. Move this around. If we want
a sudden drop similar to how we had before,
we can bring this middle tab all the way to the right,
or if we want a more gradual disintegration
or evaporation, we will... then we can keep it close
to the middle. Cool. Now we are seeing
more of that fade, we're not just seeing
a hard stop in that case. This is something we like.
This is what we're going for. Alright. I will take
another look at... the chat here, make sure
it's still doing well. It looks like we don't have
any major burning questions. Thank you to the instructors
for handling those. Looking at the chat, looks like
we do have one question with regards to
Particle Systems for UI. There are a few different tricks
you can use there. We won't have a session.
The question is, "Will we talk about Particle
Systems for UI and how to render Particle
Systems over the UI?" Dennis, if you don't mind,
please drop that in the Q&A. We can provide a bit more
documentation there. But there are a few different
workflows you can employ to bring Particle Systems
into your user interface. But very possible as well.
Those just be 2D, for instance. Alright. I will hop back
to our presentation. We created smoke, smoke flies up. We created snow, the snow drops down. Let's change that a bit
and create some fire. So how will we create fire? We'll do it following
a similar workflow with the Texture Sheet Animations. But instead of having
the particles fly around, specifically, because Noise and
all that, we will be using Noise. But we will not... the particles
are not going to move, they'll just stay in one place. There will not be any movement,
it'll just flick on and flicker off. We'll be modifying the Emission,
we'll be modifying the Shape, the Renderer, yes, because we need
to get that texture in there. We'll bring in the Texture
Sheet Animation. We'll be using a flame
Texture Sheet Animation. Eventually, we'll get it looking
just like the fire on the right. Alright. And before we continue,
we went through two challenges, relatively quickly, I want to do
a quick gut check, how is everybody doing on speed? I'm looking at the chat. Does
anybody want me to slow down? Should I speed up?
Is it just right? And if it's just right,
mention that. Or don't mention it,
and I'll just infer that. Cool. Alright. Alright. It looks like we are
doing well on speed. I'm getting a few mentions
that we should slow down a bit, which is totally fine. I can
slow down a tad. But we'll keep the speed
relatively consistent. Let's keep on moving here. Alright. Again, for performance reasons,
I will kill the Smoke. Then let's create our fire. Effects > Particle System. Particle System is way off
in the distance there. Let's bring that back,
start a new Particle System. Ctrl+Shift+F. Or if you're on a Mac, Cmd+Shift+F. Rotate this around, and we'll
drop down the ground as well. Because typically smoke is
connected to fire in some capacity, we'll drop this Particle System
at the bottom. Let's rename it to "Fire." Just so I can clean everything up,
I will add a new Empty GameObject and drag the other stuff in there. Right. The first step.
What is the first step? Let's start with that Color. Low-hanging fruit,
let's make it orange because fire tends
to be orange or yellow? Let's make it yellow. Great. I mentioned that
the particles, by default, are flying everywhere. But we
don't want that in this case. We can turn on Prewarm
because when we start the effect, we want it to be running. We want to create that flicker. We want the particle to come alive,
then quickly, we want it to die and then get replaced
with the next particles. We will reduce Start Lifetime here, which as we can see from the Hint, we can reduce Start Lifetime
to control the age or the time that the particle exists. We will bring it down to 0.1. We get some kind of flicker. Cool. Start Rotation
doesn't matter in this case. Gravity Modifier doesn't matter.
We'll keep that at 0. Let's change the Start Size
as well, just a bit, so it's a little larger. Let's bring it to 2. I'm going to update
the Start Lifetime to 0.05. Yes, it's quite intense.
We'll update that momentarily. Not to worry. That Start Size
does not need to be 222. [LAUGHS] Great. Okay.
Let's keep moving down. The next step here
is to modify the Emission. First of all, let's make sure
that the Max Particles is only 1 because we only need
one big flame at one time. Then how many will emit per second. We can keep that 10. We'll modify
that slightly in a bit. But the big item here
is to modify our Shape. We can change the Shape,
and let's change it to Circle. Looking at the Shape, we brushed
over this on the last one. We went through it very quickly
with the snow one as well. But you can see when you hit
the Shape drop-down, you enable Shape and you have
different options. You have Cone, you have Sphere,
you have Box, you have Edge. Then you look at something
like Mesh Renderer. What happens if you have a 3D model
and you like particles to emit from the entire model for instance,
if there's some energy surrounding it? You can use a Mesh Renderer as well
and bring in that Mesh Renderer. But in this case,
we'll reduce that Angle. We can keep it at Cone.
We'll reduce the Angle. Reduce that Radius. Cool. Now, we're starting to see
something that is less all over the place than it was,
one is much larger, but something that's more closely
resembling a fire. You'll notice as well
that it's turning off. Why does it continue to turn off?
Because we didn't turn on Looping. Let's make sure Looping
is turned on as well, then we don't need to worry
about this duration. Alternatively, if we keep
Duration on, or keep Looping off, we can see that Duration will kill the Particle System
after two seconds. Let's keep that on Looping
and Prewarm. Alright. Let's keep on moving through.
The next step will be to bring in our... Texture Sheet Animation, so
let's go back down to our Renderer. Let's make sure that we bring in
one of our materials, again, we pre-built this for you. Let's go LargeFlame01. If we take a look at LargeFlame,
it has one, two, three, four, five, six, seven, eight, this is
an 8 by 8 Texture Sheet. When we go up, yes, you guessed it,
we'll go back up to Texture Sheet Animation. We'll update this
so that the Particle System moves through all eight rows, then all eight columns individually. Now, we're starting to see something that resembles more of the flames. There's still work to be done.
This is not our final result here. But we're starting to see
the flame Shape, as you can see. Let's go ahead. Let's keep that down,
we'll keep it down to Lifetime as it was before. If we want to slow down
the flickering as well, we can reduce the Simulation Speed. If we want to create more flames,
we can increase Max Particles under the Emission as well. Now, we're starting to see something
that resembles flames a little more. If we turn on the Smoke as well... Let's make sure the Smoke
is actually above the flames. Now we have a nice
Particle System combination. Alright. The flickering
is a little intense. Let's turn it over to you guys. In the next few minutes,
go ahead and play around, and the challenge here
is to clear the parameters. Let's see if we can figure out
how to reduce... the sporadic behavior of the Fire. Let's see if we can keep it
closer in just one spot. In the meantime, I will keep
playing around with it myself. The first step here, we're thinking
about other parameters that change, if we know that
the sporadic behavior seems to be from shifting
the X and the Y axis there because it's rotated, we can
first take a look at the Shape. And the Shape seems
to be a little off. As you can see,
if the Shape were wider, or if the Radius were wider, then the flames will be
popping all over the place. If we reduce it all the way
to the bottom, 0.0001, then we'll have a much more
controlled flame. If we want it to be raging,
let's say this is at the end of a torch, now we can increase
the Emission as well. Alright, this is starting to look more
like a gas-lit stove than anything. Somewhat of a controlled burn. Now we're getting the target effect
that we're looking for. And now we have fire.
I will look at the chat here. Just make sure nothing is blowing up. You guys can still see my screen,
that's a total win. Alright, and it looks like we don't
have any raging questions. We will keep on going. We do have a little question. How
processor-intensive is all this? It's very difficult to say.
It's processor-intensive, or it's not processor-intensive.
There are areas that will be more expensive than others. The more materials that you have,
the more expensive it will be. The more particles that you have,
the more expensive it will be. The trick here, to measure
your bandwidth, for your specific project
will be to use the Profiler. We have an optimization
Learn Live where we teach you how to learn the Profiler,
but it's a handy debugging tool to measure performance
in your project. It also determines whether
you're CPU-bound or GPU-bound. If you have full project and you're
rendering too many Assets for instance, again, we spoke
to this in the beginning, that's when you might use
the Particle System. Now, if you look at the Profiler,
and it looks like you have too many physics calculations
going on or you're CPU-bound, your project's locking up
and you're CPU-bound, then that's when you need to reduce
the number of particles in the Scene as well, or reduce the number
of materials you are using. If you'd like to dive into that
to use as well, we're certainly happy
to dive deeper into it. Let's follow up offline afterwards, or once we get to the end
of today's session, we can dive deeper
into the designated Q&A time. Looks like we have a request
to go over the actual flame part. Remember, in order
to achieve this flame, we look at the Renderer. Close these out for simplicity. The first step, it's a two-step
process to achieve that flame. The first step is to add
the LargeFlame01 material, which is a material pointing towards a Texture Sheet,
an 8 by 8 Texture Sheet. So add the LargeFlame material
to this parameter. Secondly, in the Texture
Sheet Animation, that's when we activate
the animation itself by updating Tiles, so that's 8 by 8
instead of the default, which is 1 by 1, which obviously didn't work. We want to keep it at 8 by 8,
which matches the Texture Sheet. Let's keep moving on. We now hop back to the presentation. We have one of our questions:
can we create rain? The answer to that question, which
I saw in the chat a while ago, is yes, we can create rain,
we will do that right now. Let's take a look at it. We will
modify some general settings, just like we have been,
such as the Color, we'll be playing with the Renderer,
we will add a rain texture. This concept of Vertex Systems,
we will enable it, because the Shader
provides this parameter. This is not standard, this is
a more advanced feature, so we won't spend much time
on the Vertex Systems. It's also not required
to achieve the rain look. Yes, we will configure the Shape
as well, and the Emission. Let's create a Shape for the effect. So performance, again,
let's go and kill it... both of them, and let's create
our new Particle Rain Effect. Create a new Particle Effect.
Let's rename it to "Rain." Let's bring it back.
So Ctrl+Shift+F, or in Mac, Command+Shift+F. Rotate it. In this case, we will rotate it
so it's facing down rather than facing up. Let's start off with our basic
general module parameters. Let's change that Start Color,
we can make it a little more blue. Looks like things are...
they're slowing down a bit. Alright, they're back. Let's increase the Start Speed
so that it's around 9. Given that's rain, it will be
coming out a little quicker before. The Start Lifetime,
we can Prewarm as well. We keep the Start Lifetime
to about the same, that's fine. Then the Start Size, we'll keep
the Start Size to about 0.2, so that we have something
rather than a large blue snowflake, or snowball, we'll have raindrops. The important step here is to
increase Max Particles to 3,000. We can bump up the Emission. Cool. Let's increase that Emission. Hop down to the Emission parameter. We'll increase it so we have more
of that torrential downfall. We'll increase that for now. We can increase that to 500. Again, relatively arbitrary,
but we found that to look okay. Now, let's update that Shape.
We'll leave it as a Cone, but we'll decrease
the Radius to 0.1. When we said rain,
we meant a sprinkler. [LAUGHS] That's our goal for you. Now, we're starting to resemble
something like that screenshot. We have very narrow output, almost
like a water leak or a sprinkler. Alright. Now, we need
to update the Renderer. Now, let's start to make this
look like rain. And rather than keeping
the Render Mode, this is a new value we'll learn,
I'll keep it on Render Mode as Billboard, we'll use
Stretched Billboard. Let's take a moment to pause
on these different Render Modes. By default, our Renderer
will render as Billboard, which means that the texture
will always... the material, the particle in this case,
will always face you, which gives it its 3D look.
These are just 2D objects, by the way. But they'll render more as 3D
because of this Billboard feature, because it's always facing you.
However, how do we now stretch out the particles
so that it simulates the velocity or the acceleration
or just general speed? We can use a Stretched Billboard
to do just that. And we can stretch the Billboard
so it's always facing you so that it looks more like rain. Or we can stretch it horizontally, or a Horizontal Billboard,
so it's always rotated. And vertical as well. A few different parameters
for us to play with. We'll use Stretched
so that it elongates the particle. Then, let's add our
Water Drop materials. I believe there is something
called WaterDropSmall. We can either use WaterDropBig or we can use WaterDropSmall. Alright. We'll go WaterDropSmall,
then we'll sort By Distance. Sorting is a rendering feature. We have a few different Sort Modes. This is how the particles render
over each other, which is more realistic
if we sort by distance, so that the closer particles render
over the more distant particles. Great. Now, we'll take a look
at these Vertex Systems. Let's find the WaterDropSmall and make sure we apply
this Required Vertex Streams... to the particle,
which gives us a more... to oversimplify it... it will give us a more
realistic look, because of how the Shader
is taking the lighting data. Not right now, of course, because
we have a few other parameters we have to modify,
but it will. Have faith. Let's take a look.
What's going on here? It's not quite right. It's moving quickly, so obviously,
I missed a step. Let's make sure our Speed Scale
is increased as well. Cool. In that case, let's just click around,
let's talk about what I was doing. The Speed Scale, we want to be
sure the Speed Scale is on so that we stretch in the direction
that the water is moving. Let's move this down a bit. We modify the Speed Scale.
What does that mean? The Speed Scale... as defined here
in our little helper... it defines the length of a particle
compared to its speed. As the particle moves quicker, if we were to increase
the speed of the particle, so with the stretch as well,
and let's test that. We have the Speed,
and this should... and we can see it
stretching out significantly. This isn't looking like rain now. It certainly is looking
like a sprinkler head. But it's starting to look a lot
almost like a beam, or a beam of light. We want to simulate,
for instance, like photons. Perhaps this could be
an interesting tool to use. Let's go back, we don't need to go
that hard there. Let's reduce that Speed as well. Cool. We'll reduce the Speed Scale... to, let's say, 0.2. Great. On your own end, as I
continue to play around with this and bring us closer to what
the target image looks like, tinker around with it yourself. Our goal now is to create
that rain or sprinkler head look, or that hose head. We can increase
the Length Scale as well. Again, this is stretching it
even further. We'll keep that color
back where it was, like that blue. Though this is less planned... see here that the, oops... the Rate over Time is high,
we don't need 3000, we can bring that down to 300. This Cone does look
a little funky with rain. We don't need that.
Let's modify the Cone shape. That's coming out of the Box,
like it was before. Now we have something
that closely resembles a waterfall. Let's expand this out. What are we doing right now?
We're just playing around to achieve our desired rain effect. I'll look at the chat real quick. Alright, looks like
we're doing well in the chat. I will reduce this Length Scale,
just so it's not quite as long. Keep the Speed Scale down
at 0.1 as well. And continue to reduce... the number of particles
we're emitting at once. Great. Now it's starting
to look a little better. But we can keep on
modifying in our Renderer. What am I doing right now?
I'm increasing... increasing the Start Speed... and decreasing this Length Scale
and the Speed Scale. Cool. Now we're seeing what looks
a little more like rain. Alright. Let me get... Alright. It looks like we are... seeing some recommendations,
Bojan just mentioned that Start Speed of 19,
Start Size of 0.2, Speed Scale of 0.1
is starting to look great. Yeah, if you guys find something
that looks great, again, it does take some tweaking here. If you find something nice,
drop it in the chat and show other people who would
like to explore your effects. Alright. We have a bit of time. Let's take a look
at our planet examples. I mentioned we can create
some planets. This is relatively
straightforward to do. We don't need any kind of textures,
though we usually like to add some kind of textures to get some
sun flares or anything like that. But how might we create a sun
or a gaseous planet? We can do so by modifying
the Emission Shape. We completed the rain.
Let's close that down. Let's create our last Particle System. Let me call this the "Sun." Bring it to the middle. It doesn't matter
the rotation of everything. Because if we take a look
at the Shape, we'll keep the Cone
or modify the Shape, so that instead of a Cone,
we'll use Sphere. Now, the Sphere is moving
in different directions. Great. With the flames, how do we keep
the flame to just one spot? We reduce the Speed.
Let's do that here. Let's reduce the Speed
and make sure we're Prewarm. And reduce the Lifetime. Increase the Start Size too. And increase the Emission amount.
Right now, it's only 10. I reduced that Lifetime to 0.2. We'll bring that down,
we'll update the... Start Lifetime should be around 0.1, and the Start Color should be
either yellow or orange because, again, we're creating
the sun in this case. Alright. The Simulation Speed,
let's bring that back to 1. Start Speed, going back
and forth here, I apologize. Start Speed should be at 0.1. Now I'll go down
to Emission over Time, let's crank it all the way up,
let's bring it up to 500. Not enough.
Let's bring it to 1000. Now we're starting to see something
that more closely looks like the sun, but not really. [LAUGHS] This isn't nearly good enough. Let's make sure our
Max Particles are increased. 5000. We can increase the size so that
we're filling some of these gaps. You'll notice there
are some gaps here as well, so we can increase
the Start Size to close that off. Cool. And we'll reduce
Simulation Speed to something very slow,
because the sun is large and is quite slow or looks slow. Alright. Now, let's change
the Start Color. How do we create the effect
of the sun's core be orange and the outside of the sun
be more yellow? We can do so by changing
Color over Time, which as you remember
we reviewed earlier. Toggle that on, Color over Lifetime. And in the beginning,
we want the sun to be a red. Then towards the end... we want the sun to be
more of that yellow. Once you start getting
really crafty... Once you start getting more crafty, you can duplicate the sun,
for instance, and keep one sun
inside of the other so it looks more like a core. Say if you're creating some kind
of atom or nucleus. Again, this is still moving quickly,
so we can bring that down even more, we can bring the Simulation Speed
down to 0.001. That's a little too slow. [LAUGHS] That's definitely
way too slow. But either way, we're now
just tweaking everything. We're tweaking everything
until we start to get an effect that we start to appreciate more
and look a bit more realistic. Cool. Let's keep on playing around
with the sun for a few minutes. What we do, let's take a look
at the chat to make sure we don't have any questions. It has kind of a phony, painted look. In this case, we do need to have, because we're using
the default particles in the Renderer, we still get
that fuzzy look. If we wanted to make it
more accurate, for instance, we could add some kind
of texture or another material. If we wanted to create, say,
some kind of sun flares, and have those come of the sun,
we can do so by creating a mist or some kind of smoke texture. Alright. Looking at a few
other questions here, what if we wanted to create water,
not as rain, but more like a lake or a swimming pool,
or maybe underwater, any advice? First of all, we would recommend
you using Shader Graph to create some kind of water effect. If you wanted to create
water, for instance... and you wanted to create
bubbles in that water, then that would be a great
use of the Particle System. You could create bubbles
in a similar way that we've been using...
for instance, smoke. It'd be the exact same workflow as
with smoke to create those bubbles. Now, if you wanted
to create waves in a pool, you wouldn't necessarily
use particles, you'd use Shader Graph
to create an animated Shader. And we do have a Live session
on Shader Graph as well, where you learn how to move
or animate a flag using a custom Shader.
I recommend that you come to that so you can get that
waving back and forth. However, Unity's Learn platform
does have a few tutorials on that flag Shader.
I highly recommend you take a look at those resources. Alright. What else can we do here? A few areas before
we start closing out, I will hop back to the presentation
in just a minute. A few other key areas
to play around with. You can emit particles
from within other particles. Let's say we had a Sub Emitter. If we wanted to... Actually, before we start
playing with our rain, we're going to emit rain
out of the new particle. How would we create particles
or why would we create particles out of other particles? Well, if you
have some kind of trailing effect. You do have line renderers
that you can use that will emit out of the particle. If we take a look at Trails... Let's do that. Create another Particle System. Let's say you wanted
to achieve that bug effect, or with the fireflies. We could use this Trail effect. Then we have these ridiculous
lines coming out of the particle. Then we can modify them as well. We can modify
the Lifetime of the tail... you can modify the actual
size of the tail, how it stretches,
the actual colors as well, and of course,
the texture material. Let's kill that because
it's distracting. As I mentioned, we can emit
other Particle Systems out of other Particles. Let's say you have a snowball
hitting a wall... or let's say, with the rain,
you wanted to emit raindrops on Collision, you could emit
other rain particles out of each individual
particle on Collision. That's one example of using
Collision in this case. But if you want other particles
to move out of the particle, or the original particles
for its entire life, you can do so at Birth or set
the parameter here to Birth. Then we can choose
which parameter to add. Looks like that one's a Prefab,
so we can't use that. Looks like we... for whatever reason, it thinks that
it's a Prefab, which is peculiar. Let's just manually drag it in. Certainly strange behavior. But you start to see all of
the particles emitting more rain. That's how you would use
the Sub Emitters. Alright. Let's close out from there. We'll hop back to our presentation
so you can see what other resources
you have available. Let me share my screen. Great. Today we learned
about Particle Systems. Particle Systems, as you know,
it's a very deep tool. We'll hang out here, we'll keep
on playing around with it for a little while longer, even
though we have 15 more minutes. But if you would like
to keep learning more about... say, the Terrain tool
or other areas within Unity, we have these sessions
every two weeks. This next session will be
about the Terrain Editor. How do we use Unity's Terrain tool
to build out environments? I'll have my colleague, Andy Jevsevar,
running that one on July 28. If you're interested in learning
more about the Terrain Editor, the best practices for performance
and for environment design, definitely come to that. If you have any other questions,
feel free to hop into our Unity Connect Group,
so that's this bit.ly link here, the LearnLiveConnectGroup. Again, we love to continue
the conversation, so feel free to reach out
to me on LinkedIn. It's TimKLinkedIn, there's
a bit.ly link at the bottom here. Always excited to continue
the conversation around Unity. Again, we're a little early. We have about 15 minutes left
in this session. I will hop back to the project
and keep on playing around, and if you have any more questions,
we'll keep an eye on that Q&A, we'll keep on answering questions
for about 15 more minutes. Again, for those who
are planning to hop off, thank you very much for coming,
and we look forward to seeing you in the next one. Alright. We have one question here. How did you make
the sun core effect again? Brian, I will demo that
one more time. The sun has a few things going on. Also... [LAUGHS] full disclosure,
this is a low fidelity sun. Certainly not trying
to pitch this as... the best, or the highest fidelity
that Unity can achieve when it comes to creating planets
out of the Particle System. But given the assets that we have,
this is a quick little prototype. How do we get that core? There are
a few different effects we're using. First of all, Color over Lifetime. Make sure the color begins
or the particle begins almost red. Then as it finishes up its life,
it turns into that yellow. We can make this
a little more circular by... tightening up... tightening up the Sphere itself. The Radius Thickness
and the Radius itself. Now, it's more a circular shape. What you could also do
to create more of that core is duplicate that Particle System
and reduce it in size. Now, we have something
that looks more like a core. Jeffrey pointed out here
in the next question that the sun seems to be pulsing. If the sun is pulsing, it's creating
a bunch of particles all at once. Take a look at the number
of particles that can be emitted. If we take a look at Max Particles, Unity will stop producing particles if it achieves the number
of Max Particles here. Let's say we only have 10. Let's deactivate that second one
so we can see this more clearly. This is a rough demo, so I'll start
with a brand new one so we can see exactly
what this looks like clearly. Great. If you achieve the number
of Max Particles, again... what I'm doing here
is creating a new particle, increasing the Rate, let's do 1000. You may notice you're starting
to get these big bursts. Then it stops.
What's going on here? Unity emits up to 1000 particles,
then it stops emitting particles. We can either reduce the number
of particles emitted or we can increase the number
of Max Particles. Let's boost up to 10000. Now, we can see more of that effect. This is great, for instance, if we
want to create a waterfall effect. If we want to create a waterfall,
for instance, we can reduce this Angle. Now, it looks like a very high
volume is coming up. If we wanted to create something
with the Gravity Modifier, and use the physics engine, as well,
we can increase the Gravity. Then, we can achieve some kind
of hose or some kind of leak coming out of the wall. Great. That's how you fix
that pulsing problem. James asked here how could
we go about having a terrain trigger a ripple on the ground? Again, the Sub Emitter
is how you do that. You go to Sub Emitter,
where is it? Here it is. If we went to the Rain... you could toggle on Sub Emitters and then you can toggle on
a ripple effect. You would have to set up
that ripple effect. It'd be very similar to the sun
in that there wouldn't be any Gravity, you'd just emit out from a Circle. and it would just radiate out. You'd need to have that ripple
texture and material set up, so I can do that right now. But you would use that Sub Emitters
and set it from Birth to Collision, so that every time
the particle collides, you could have drops
fire off from it. Alright, looking at some
of the other questions here. Your case, changing
the Max Particles... following up with
Jeffrey's point here, changing the Max Particles
doesn't remove the pulsing. What you can do is take a look
at the Prewarm. Let's make sure that
the Prewarm is toggled on. There are only a few areas
that may be affecting that. If it's pulsing out of the get-go,
or out of the gate, go ahead and toggle on
Prewarm to make sure that everything's working properly. Or rather to make sure that it's
prepopulated or prerendered. Then look down at Max Particles
and really boost those up. Boost them up to a ridiculous
number. Let's go to like... a thousand, let's go to 20000. Then Emission, make sure
that's bumped up. Those are the only areas
that could be affecting that, that would be creating that pulse.
Keep on playing with those numbers if you're still not getting it. You've added a Collision... Dan's
question here is he has added... Collision to the rain, but it's
folding to match the terrain before it even hits. It sounds like you're... it sounds like that Time
is off there. Take a look at Start Lifetime. Again, Start Lifetime is responsible
for determining the age or the amount of time which
the particle will survive or exist. Definitely take a look
at that, zoom in, see if it helps to expand
the Lifetime. If not, let's follow up, and we
can keep on troubleshooting that. Alright, Alessandro,
your question here is, are there some settings
that are particularly expensive in terms of performance,
excluding Max Particles and Emission Rate? Sub Emitters is going to be
expensive given that you... could have an exponential increase
of particles in your Scene at once. Definitely be very careful
with the Sub Emitters. Typically, if Unity crashes on me
or when Unity crashes on me, it's because of
the Sub Emitters in this case. Anything that has
to do with physics, I know that's a very blanket answer,
but if you're working a bit with... say with Collisions... if you have 20,000
particles emitting, they all hit the ground and they're
all responding to Collision, then that's going to be
quite expensive as well. Pierre Marie's question: Would you use Particle System
to make clouds or do you recommend something else? A few different things. I have made Shaders before
for the cloud effects, then I overlay them on
a large plane, that I distribute, then you can add certain
types of animation. If you look at GitHub, you can find
quite a few cloud Shaders. I certainly recommend
that you take a look at that. Now, if you didn't want to create
some kind of cloud Shader... sorry, a Particle System... that's quite straightforward. You have to find the texture
that you would want. But again, you could
create an effect. You could increase the size. That's not... [LAUGHS] I won't demonstrate this
and then say, "That's what a cloud
should look like." But you start getting an idea... you start getting an idea once you
play around with the Emission Shape. You can use a Donut.
Once you have the Donut, you can expand that Radius. In this case, it will
come down to... then, of course, increase
in the time as well. The Speed and the Time, let's see... Start Lifetime, here we go. Then all of a sudden,
you start to get... I got a Donut, we'd probably do... we wouldn't do a Donut,
we would do a Cone as well. They're all going
in the same direction there. Again, you start to see how
you could create something much larger on the scale
of, say, your sky for... for your clouds. Certainly recommend that
you play around with that. I would say explore Shaders first. And if you need an excuse
to play around with Particle Systems more
for your learning experience, then I highly recommend
you give it a try, see where you can come up
in terms of clouds. But you can start to see
how we can start to create some kind of angelic cloud effect. Looks like Jeffrey got to
the bottom of the pulsing, which is fantastic.
That's great news. Let's close that one out,
and then Dan... We already hit that one as well. If there are any other questions,
I am happy to answer, or I'm happy to demo
any other tools in this. Again, if you need to hop off,
no problem, thank you for coming. Hope you all enjoy it.
Hope you had some takeaways. But again, we'll be here
for another four minutes. One question here with Vibov is... any recommendations for road maps? Can't recommend Unity Learn enough. Unity Learn is Unity's platform,
it's the learning portal. It's free. Register, make an
account, hop in there, and there are a ton
of beginner resources. Generally speaking,
I highly recommend Environment Design first. Come to the next ULS, where we'll be learning
about terrain. You just learned about particles,
soon you should dive into lighting. Start with lighting, start
with sound, start with terrain, start building that environment, then
once you get a hang of the Editor, and you start to feel comfortable with all the different Editor
environment tools, then start moving into
the world scripting, virtual reality and augmented reality, some of the other locomotion
and interaction stuff. Start with lighting,
start with environments, then move into more customization,
interaction, locomotion. Alright. Does the Particle System Editor
have any feature that we don't have
in the Inspector window? Pierre Marie, if you wouldn't mind
following up on that? If you're referring
to the demo screen here, I have everything
that you have access to. Particle System Editor, Inspector, you will have access
to everything here. Alright, we're doing
a 60-second countdown. If anybody has any final
burning questions, go ahead and drop them in,
we'll get them as soon as possible. And if we don't get to them today... We have a few questions
at the bottom there. The original project template
used for all this. This is in Unity's Particle Pack. If you're in 2020, and you go
into the Asset Manager, or if you're in an earlier version,
go into the Asset Store, you can download there
the Particle Pack. They have a bunch of demos there,
bunch of examples, and this is an environment
taken from that Pack. It's just a Unity Package. Alternatively, go into Learn Live,
you can download the Assets, and then pull it all in. This last question,
will Particle System support Android and iOS builds as well? Yes, it will. That's one
of the main advantages of it. You can get particles
onto any target platform, whereas the VFX Graph
eventually will be supported by all platforms,
but as of right now, I believe there are
a few limitations. Awesome. Alright, everyone.
We are at time. Again, thank you all for coming. I always have a great time
running these. Appreciate you all hopping in.
We will see you next time. ♪ [MUSIC] ♪