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```
Here's my idea: users should be able to attach a particle effect to any GRH
using the editor.
By having dynamic particle effects attached to GRHs, developers could create,
for example:
*Placeab…
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**Is your feature request related to a problem? Please describe.**
Currently, `typeflags` don't have a nice edit window which means the flags must be researched and edited manually. This is unfortuna…
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When i'm adding particles to my level, we have some bugs
1 the PARTICLE generator doesn't GENERATE the particle preview when saving....
still not fixed after months of reporting that problem.
2 …
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I have a group of five particles, each with a different color. Each UIParticle component is configured as a primary simulator, and the group is programmatically set by iterating through a list where t…
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Noting the BUFR sequence under validation for tropical cyclones (https://github.com/wmo-im/BUFR4/issues/201) we do not have a WIS2 topic. To start the conversation I'd like to propose:
```
./weath…
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Hi,
I've been using Effekseer in a web project for a while now and things have been working fine but I have run into an issue.
The issue being that for certain combinations of elements with differ…
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Hi! I try to integrate the system for coins rewards. I think what I am doing is pretty basic:
- added few instances of UIParticles prefabs to the scene to handle different instances of coin bursts. …
Braza updated
2 months ago
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## Textual definition
The current definition is more appropriate for "heavy ion" rather than heavy ion radiation. differences are quite subtle but heavy ion refers to a canonical particle and hea…
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```
The particle effects currently in the game are atrocious.
As a suggestion, it might be nice to make a particle editor. It could be
possibly be as simple as the material editor in the beachdemo, j…
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This relates to issue https://github.com/defold/defold/issues/7835, where it was clear that the "set" part of the request is easier to implement than "get".
Use case:
We have three intensity varia…