3D 게임에서 대부분의 캐릭터, 소품 및 풍경 요소는 Meshes 로 표현되는 반면, 2D 게임은 Sprites 를 이러한 용도로 사용합니다. 메시와 스프라이트는 형태가 뚜렷한 “솔리드” 오브젝트를 그리는 가장 이상적인 방법입니다. 그러나 게임에는 자연스럽고 유동적이고 정해진 형태가 없어 메시나 스프라이트를 사용하여 묘사하기 어려운 엔티티도 있습니다. 액체, 연기, 구름, 화염 및 마법 주문과 같은 효과의 경우 Particle Systems 그래픽스 방식을 사용하여 고유한 유동성과 에너지를 표현할 수 있습니다. 이 섹션에서는 Unity의 파티클 시스템과 파티클의 용도에 대해 설명합니다.
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