7.1.8 粒子Spawn方式 7.1.9 Burst(迸發) 7.1.10 Rate(速率) 7.1.11 Spawn Per Unit(每單位) 7.2 粒子初始化 7.2.1 Initialize Particle(粒子的初始化) 7.2.2 粒子附著方式 7.3 粒子Update 7.4 粒子渲染 7.4.1 渲染方式Sprite:片片朝向 7.4.2 渲染方式Sprite:粒子與材質 ...
For example, if a project's texture density is 8 pixel per 1 unit, a texture that is meant to be applied to a 100x100 unit cube should be 1024x1024, as that is the closest power of 2 that matches the project's texture density....
其相当于基于原来发射器的数量一次性生成这么多的粒子,如果我的粒子发射器里面有五万个粒子,需要一个粒子死亡的时候就要在其他发射器里面生成5个粒子,就基本一帧会spawn 25万个粒子,即使是在particleSapwn去杀死大部分不需要的粒子,命令台调处 stat unit查看性能开销,在实测游戏中帧率也大大下降,甚至直接卡死。
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(mBoxOptions.bSpecifyVerticalSpawnRange) { UsableBuildingHeight = (mBoxOptions.VerticalSpawnPercent * 0.01) * BuildingHeight; MaxNumBoxes = FMath::Max(UsableBuildingHeight / BoxHeightRange.GetUpperBoundValue(), 1); } else { MaxNumBoxes = FMath::Max(BuildingHeight / BoxHeightRange.GetUpperBound...
For example, if a project's texture density is 8 pixel per 1 unit, a texture that is meant to be applied to a 100x100 unit cube should be 1024x1024, as that is the closest power of 2 that matches the project's texture density....
For example, if a project's texture density is 8 pixel per 1 unit, a texture that is meant to be applied to a 100x100 unit cube should be 1024x1024, as that is the closest power of 2 that matches the project's texture density....
For example, if a project's texture density is 8 pixel per 1 unit, a texture that is meant to be applied to a 100x100 unit cube should be 1024x1024, as that is the closest power of 2 that matches the project's texture density....
For example, if a project's texture density is 8 pixel per 1 unit, a texture that is meant to be applied to a 100x100 unit cube should be 1024x1024, as that is the closest power of 2 that matches the project's texture density....