Experimental: this API is experimental and might be changed or removed in the future.

IParticleSystemJob.ProcessParticleSystem

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public void ProcessParticleSystem(Experimental.ParticleSystemJobs.ParticleSystemJobData jobData);

Parameters

jobDataContains the particle properties.

Description

Implement this method to access and modify particle properties.

Below is an example of a script that can be used to attract particles to a supplied position.

using System;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Experimental.ParticleSystemJobs;

public class ParticleJob : MonoBehaviour { public float effectRange = 2.0f; public float effectStrength = 1.0f; public float oscillationSpeed = 12.0f; public bool useJobSystem = false;

private float oscillationPhase;

private ParticleSystem ps; private UpdateParticlesJob job = new UpdateParticlesJob(); private ParticleSystem.Particle[] mainThreadParticles;

private static float Remap(float x, float x1, float x2, float y1, float y2) { var m = (y2 - y1) / (x2 - x1); var c = y1 - m * x1;

return m * x + c; }

private static Vector3 CalculateVelocity(ref UpdateParticlesJob job, Vector3 delta) { float attraction = job.effectStrength / job.effectRangeSqr; return delta.normalized * attraction; }

private static Color32 CalculateColor(ref UpdateParticlesJob job, Vector3 delta, Color32 srcColor, UInt32 seed) { var targetColor = new Color32((byte)(seed >> 24), (byte)(seed >> 16), (byte)(seed >> 8), srcColor.a); float lerpAmount = delta.magnitude * job.inverseEffectRange; lerpAmount = lerpAmount * 0.25f + 0.75f; return Color32.Lerp(targetColor, srcColor, lerpAmount); }

void Start() { ps = GetComponent<ParticleSystem>(); oscillationPhase = UnityEngine.Random.Range(0.0f, Mathf.PI * 2.0f); }

void Update() { Vector2 mouse = Input.mousePosition; job.effectPosition = Camera.main.ScreenToWorldPoint(new Vector3(mouse.x, mouse.y, -Camera.main.transform.position.z)); job.effectRangeSqr = effectRange * effectRange; job.effectStrength = effectStrength * Remap(Mathf.Sin(oscillationPhase + Time.time * oscillationSpeed), -1, 1, -1, 0.5f); job.inverseEffectRange = (1.0f / effectRange);

if (useJobSystem) { ps.SetJob(job); } else { ps.ClearJob();

if (mainThreadParticles == null) mainThreadParticles = new ParticleSystem.Particle[ps.main.maxParticles];

var count = ps.GetParticles(mainThreadParticles); for (int i = 0; i < count; i++) { Vector3 position = mainThreadParticles[i].position; Vector3 delta = position - job.effectPosition; if (delta.sqrMagnitude < job.effectRangeSqr) { mainThreadParticles[i].velocity += CalculateVelocity(ref job, delta); mainThreadParticles[i].startColor = CalculateColor(ref job, delta, mainThreadParticles[i].startColor, mainThreadParticles[i].randomSeed); } } ps.SetParticles(mainThreadParticles, count); } }

struct UpdateParticlesJob : IParticleSystemJob { [ReadOnly] public Vector3 effectPosition;

[ReadOnly] public float effectRangeSqr;

[ReadOnly] public float effectStrength;

[ReadOnly] public float inverseEffectRange;

public void ProcessParticleSystem(ParticleSystemJobData particles) { var positionsX = particles.positions.x; var positionsY = particles.positions.y; var positionsZ = particles.positions.z;

var velocitiesX = particles.velocities.x; var velocitiesY = particles.velocities.y; var velocitiesZ = particles.velocities.z;

var colors = particles.startColors;

var randomSeeds = particles.randomSeeds;

for (int i = 0; i < particles.count; i++) { Vector3 position = new Vector3(positionsX[i], positionsY[i], positionsZ[i]); Vector3 delta = (position - effectPosition); if (delta.sqrMagnitude < effectRangeSqr) { Vector3 velocity = CalculateVelocity(ref this, delta);

velocitiesX[i] += velocity.x; velocitiesY[i] += velocity.y; velocitiesZ[i] += velocity.z;

colors[i] = CalculateColor(ref this, delta, colors[i], randomSeeds[i]); } } } } }

Here is a script that can be used with the above example, to supply the mouse position as the point to attract particles towards.

using UnityEditor;
using UnityEngine;

public class ParticleSpawner : MonoBehaviour { public ParticleSystem prefab; public int systemCount = 128; public int particleEmissionRatePerSystem = 400; public float particleSystemShapeRadius = 1.0f; public float totalRadius = 5.0f; public float effectRange = 3.0f; public float effectStrength = 1.0f; public float oscillationSpeed = 10.0f; public bool hasTrails = true; public bool useJobSystem = false;

void Start() { var material = new Material(Shader.Find("Legacy Shaders/Particles/Additive")); material.SetTexture("_MainTex", AssetDatabase.GetBuiltinExtraResource<Texture2D>("Default-Particle.psd"));

for (int i = 0; i < systemCount; i++) { var go = GameObject.Instantiate(prefab); var ps = go.GetComponent<ParticleSystem>();

go.GetComponent<ParticleSystemRenderer>().sharedMaterial = material;

float x = (float)i / systemCount; float theta = x * Mathf.PI * 2;

var transform = go.GetComponent<Transform>(); transform.position = new Vector3(Mathf.Sin(theta), Mathf.Cos(theta), 0.0f) * totalRadius;

var main = ps.main; main.startColor = Color.HSVToRGB(x, Random.Range(0.5f, 1.0f), Random.Range(0.5f, 1.0f));

var emission = ps.emission; emission.rateOverTime = particleEmissionRatePerSystem;

var shape = ps.shape; shape.radius = particleSystemShapeRadius;

var trails = ps.trails; trails.enabled = hasTrails;

var updateJob = go.GetComponent<ParticleJob>(); updateJob.effectRange = effectRange; updateJob.effectStrength = effectStrength; updateJob.oscillationSpeed = oscillationSpeed; updateJob.useJobSystem = useJobSystem; } }

// UI void OnGUI() { float x = 25.0f; float y = 60.0f; float spacing = 40.0f;

EditorGUI.BeginChangeCheck();

GUIStyle backgroundStyle = new GUIStyle(GUI.skin.box); backgroundStyle.normal.background = Texture2D.whiteTexture; var oldColor = GUI.backgroundColor; GUI.backgroundColor = new Color(0.5f, 0.5f, 0.5f, 0.5f); GUI.Box(new Rect(x - 10, y - 35, 260, 230), "Options", backgroundStyle); GUI.backgroundColor = oldColor;

GUI.Label(new Rect(x, y, 140, 30), "Effect Range"); effectRange = GUI.HorizontalSlider(new Rect(x + 140, y + 5, 100, 30), effectRange, 0.0f, 10.0f); y += spacing;

GUI.Label(new Rect(x, y, 140, 30), "Effect Strength"); effectStrength = GUI.HorizontalSlider(new Rect(x + 140, y + 5, 100, 30), effectStrength, 0.0f, 10.0f); y += spacing;

GUI.Label(new Rect(x, y, 140, 30), "Oscillation Speed"); oscillationSpeed = GUI.HorizontalSlider(new Rect(x + 140, y + 5, 100, 30), oscillationSpeed, 0.0f, 20.0f); y += spacing;

hasTrails = GUI.Toggle(new Rect(x, y + 5, 140, 30), hasTrails, "Trails"); y += spacing;

useJobSystem = GUI.Toggle(new Rect(x, y + 5, 140, 30), useJobSystem, "Use C# Job System"); y += spacing;

if (EditorGUI.EndChangeCheck()) { ParticleJob[] updateJobs = GameObject.FindObjectsOfType<ParticleJob>(); for (int i = 0; i < updateJobs.Length; i++) { var updateJob = updateJobs[i]; updateJob.effectRange = effectRange; updateJob.effectStrength = effectStrength; updateJob.oscillationSpeed = oscillationSpeed; updateJob.useJobSystem = useJobSystem;

var ps = updateJob.GetComponent<ParticleSystem>();

var trails = ps.trails; trails.enabled = hasTrails; } } } }

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