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Unity Manual > User Guide > Building Scenes > Particle Systems
Particle Systems(粒子系统)
Particles are essentially 2D images rendered in 3D space. They are primarily used for effects such as smoke,
fire, water droplets, or leaves. A Particle System is made up of three separate Components: Particle
Emitter, Particle Animator, and a Particle Renderer. You can use a Particle Emitter and Renderer together
if you want static particles. The Particle Animator will move particles in different directions and change colors.
You also have access to each individual particle in a particle system via scripting, so you can create your own
unique behaviors that way if you choose.
Please view the Particle Scripting Reference here.
The remainder of this page's text is from the Particle Component Reference pages.
粒子基本上是在三维空间中渲染的二维图像。它们主要用于诸如烟、火、水滴、或树叶等效果。
一个粒子系统是由三个独立部分组成:粒子发射器、粒子动画器、和粒子渲染器。如果你想要
一个静态粒子系统,你可以用一个粒子发射器和渲染器来完成。粒子动画器将在不同的方向移
动粒子和改变粒子的颜色。你还可以通过脚本使用粒子系统中的每一个粒子,因此你可以创建
自己独特的(粒子)行为,如果你选择这样。
请点击这里查看粒子脚本参考。
本页剩余的文字来自于 Particle Component Reference。
Particle Components(粒子的组成)
Particle Systems(粒子系统)
Particle Systems in Unity are used to make clouds of smoke, steam, fire and other atmospheric effects.
Particle Systems work by using one or two Textures & drawing them many times, creating a chaotic effect.
粒子在 Unity 中是用来制造烟雾、蒸汽、火及其它大气的效果。粒子系统通过使用一或两个纹
理并多次绘制它们,以创造一个混沌的效果。
![](https://csdnimg.cn/release/download_crawler_static/7617725/bg2.jpg)
A Particle System included in the Standard Assets
一个粒子系统包含在标准资源包中
A typical Particle System in Unity is an object that contains a Particle Emitter, a Particle Animator and a
Particle Renderer. The Particle Emitter generates the particles, the Particle Animator moves them over time,
and the Particle Renderer draws them on the screen.
If you want your particles to interact with the world, add a Particle Collider Component to the GameObject.
Unity 中一个典型的粒子系统是一个对象,它包含了一个粒子发射器、一个粒子动画器和一个粒
子渲染器。粒子发射器产生粒子,粒子动画器则随时间移动它们,粒子渲染器将它们绘制在屏
幕上。
如果你想让你的粒子对世界有影响,添加一个粒子碰撞器组件到游戏对象中。
Ellipsoid Particle Emitter(椭球粒子发射器)
![](https://csdnimg.cn/release/download_crawler_static/7617725/bg3.jpg)
The Ellipsoid Particle Emitter spawns particles inside a sphere. Use the Ellipsoid property below to scale &
stretch the sphere.
椭球粒子发射器在一个球形范围内产生大量粒子,使用 Ellipsoid 属性来缩放和拉伸范围。
The Ellipsoid Particle Emitter Inspector
椭球粒子发射器的检视视图
Properties(属性)
Emit 发射
If enabled, the emitter will emit particles. 如果启用,发射器将发射粒子
Min Size
最小尺寸
The minimum size each particle can be at the time when it is spawned. 在产生粒子时
每个粒子可以达到的最小尺寸。
Max Size
最大尺寸
The maximum size each particle can be at the time when it is spawned. 在产生粒子时
每个粒子可以达到的最大尺寸。
Min Energy
最小活力
The minimum lifetime of each particle, measured in seconds. 每个粒子的最短寿命,
以秒为单位。
Max Energy
最大活力
The maximum lifetime of each particle, measured in seconds. 每个粒子的最长寿
命,以秒为单位。
Min Emission
最小发射
The minimum number of particles that will be spawned every second. 每秒会产生的
粒子的最小数目。
Max Emission
最大发射
The maximum number of particles that will be spawned every second. 每秒会产生的
粒子的最大数目。
World Velocity
世界速度
The starting speed of particles in world space, along X, Y, and Z. 在世界空间中粒子
的初始速度,沿 X,Y 和 Z 轴方向。
Local Velocity
相对速度
The starting speed of particles along X, Y, and Z, measured in the object's orientation.
粒子沿 X,Y 和 Z 轴方向的初始速度,以对象的定向为测量基准(意思就是
粒子以某个对象为参照的相对速度)
Rnd Velocity
随机速度
A random speed along X, Y, and Z that is added to the velocity. 沿 X,Y 和 Z 的随机
的加速度
![](https://csdnimg.cn/release/download_crawler_static/7617725/bg4.jpg)
Emitter Velocity
Scale
发射器速度比例
The amount of the emitter's speed that the particles inherit. 粒子继承的发射器速度
的总和
Tangent Velocity
切线速度
The starting speed of particles along X, Y, and Z, across the Emitter's surface. 粒子沿
X,Y 和 Z 跨越发射器表面的初始速度
Simulate In World
Space
模拟世界空间
If enabled, the particles don't move when the emitter moves. If false, when you move
the emitter, the particles follow it around. 如果启用,发射器移动时粒子不动;如
果禁用,发射器移动时,粒子则跟随在周围
One Shot
单次发射
If enabled, the particle numbers specified by min & max emission is spawned all at
once. If disabled, the particles are generated in a long stream. 如果启用,粒子数是
最小和最大数目之间的一个数(?)。如果禁用,这些粒子将产生一个粒子
流。
Ellipsoid
椭球
Scale of the sphere along X, Y, and Z that the particles are spawned inside. 沿 X,Y
和 Z 产生粒子的球形范围
MinEmitterRange
最小发射器范围
Determines an empty area in the center of the sphere - use this to make particles
appear on the edge of the sphere. 在球形的中心确定一个空白区域——用此来使
粒子出现在该球形的边缘
Details(细节)
Ellipsoid Particle Emitters (EPEs) are the basic emitter, and are included when you choose to add a Particle
System to your scene from Components->Particles->Particle System. You can define the boundaries for
the particles to be spawned, and give the particles an initial velocity. From here, use the Particle Animator to
manipulate how your particles will change over time to achieve interesting effects.
椭球粒子发射器(EPEs)是基本的发射器,当你选择添加一个粒子系统到场景时,通过菜单
Components->Particles->Particle System。你可以定义产生粒子的边界,并给出粒子的初速度。从
这里,使用粒子动画器操纵你的粒子随时间实现有趣的效果。
Particle Emitters work in conjunction with Particle Animators and Particle Renderers to create, manipulate,
and display Particle Systems. All three Components must be present on an object before the particles will
behave correctly. When particles are being emitted, all different velocities are added together to create the
final velocity.
粒子发射器与粒子动画器和粒子渲染器一起工作来创建、处理和显示粒子系统。在粒子正确表
现之前这三个组成部分都必须呈现在对象上。当粒子被发射,所有不同的速度相加成为最终的
速度。
Spawning Properties(属性)
Spawning properties like Size, Energy, Emission, and Velocity will give your particle system distinct
personality when trying to achieve different effects. Having a small Size could simulate fireflies or stars in the
sky. A large Size could simulate dust clouds in a musky old building.
产生粒子的属性,如尺寸、活力、发射、和速度将在你试图达到不同的效果时,给你的粒子系
统鲜明的个性。用一个小的尺寸可以模拟萤火虫或天空中的星星,大尺寸的可以模拟尘埃云。
![](https://csdnimg.cn/release/download_crawler_static/7617725/bg5.jpg)
Energy and Emission will control how long your particles remain onscreen and how many particles can
appear at any one time. For example, a rocket might have high Emission to simulate density of smoke, and
high Energy to simulate the slow dispersion of smoke into the air.
活力和发射将控制你的屏幕上粒子将保留多久以及一次可以产生多少粒子。例如,火箭可能有
较高的发射来模拟浓烟,较高的活力来模拟烟雾在空气中缓慢扩散。
Velocity will control how your particles move. You might want to change your Velocity in scripting to achieve
interesting effects, or if you want to simulate a constant effect like wind, set your X and Z Velocity to make
your particles blow away.
速度将控制你的粒子如何运动。你可能希望通过脚本来改变速度以实现有趣的效果,或者如果
你要模拟一个持续效果,比如风,设定你的 X 和 Z 的速度,使你的粒子被吹走。
Simulate in World Space(模拟世界空间)
If this is disabled, the position of each individual particle will always translate relative to the Position of the
emitter. When the emitter moves, the particles will move along with it. If you have Simulate in World Space
enabled, particles will not be affected by the translation of the emitter. For example, if you have a fireball that
is spurting flames that rise, the flames will be spawned and float up in space as the fireball gets further away.
If Simulate in World Space is disabled, those same flames will move across the screen along with the
fireball.
如果该项被禁用,每个粒子的位置将始终相对于发射器的位置在变化。当发射器移动时,粒子
将跟随它移动。如果启用该项,粒子将不会受到发射器移动的影响。例如,如果你有一个火球,
它喷出的火焰是上升的,火焰会产生然后上浮在空中,离火球越来越远。如果模拟世界空间被
禁用,相同的火焰会随着火球在屏幕上移动。
Emitter Velocity Scale(发射器速度比例)
This property will only apply if Simulate in World Space is enabled.
If this property is set to 1, the particles will inherit the exact translation of the emitter at the time they are
spawned. If it is set to 2, the particles will inherit double the emitter's translation when they are spawned. 3 is
triple the translation, etc.
此属性将只适用于模拟世界空间被启用时。
如果此属性设置为 1,粒子将在它们产生时精确继承发射器的变换(速度)。如果设置为 2,粒
子将继承双倍的发射器变换(速度)。设置为 3 则是三倍等等。
One Shot(单次发射)
One Shot emitters will create all particles within the Emission property all at once, and cease to emit particles
over time. Here are some examples of different particle system uses with One Shot Enabled or Disabled:
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