Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
https://resonite.com
134 stars 2 forks source link

Sub-emitters for particles #2295

Open TheBasementNerd opened 3 months ago

TheBasementNerd commented 3 months ago

Is your feature request related to a problem? Please describe.

There is no way to support particles generating other particles, a feature which would be useful for many visual effects that people might wish to have. In my case, having sub emitters would allow the jumping fountains in my world to create water ripples or splashing effects upon collision or after a set time alive. There may be other use cases in fireworks, projectile effects, or smoke effects, to name a few

Describe the solution you'd like

I'd like if particle systems and/or their emitters could be referenced by other emitters or particle systems. Potentially a field that exists on emitters to reference another emitter with a Boolean checkbox to enable it to fire the sub-emitter, and the particle style having a reference to another particle system with options to enable it on collision or after a certain time

Describe alternatives you've considered

Creating duplicating templates of particles with protoflux, however this does not enable easy use of trails in generating a convincing particle effect

Additional Context

No response

Requesters

TheBasementNerd

shiftyscales commented 3 months ago

This is not likely to be considered until #1401 is implemented. Particles are currently one of the few remaining things that we use Unity for- Resonite itself doesn't yet have native support for particle rendering.

Seeking input from @Geenz.

Frooxius commented 3 months ago

We have an issue for fully custom particle system here: https://github.com/Yellow-Dog-Man/Resonite-Issues/issues/587

This is something I was planning to tackle already. It's not dependent or blocked by Sauce - in fact, it's going to happen before it, because we'll need to transition.

We could add Subemitters with Unity as well, since its system supports it, but we might switch to the custom one first.

TheBasementNerd commented 3 months ago

I thought that might be covered by the custom particle system, but noticed sub-emitters weren't mentioned in it so I was unsure

Frooxius commented 3 months ago

Generally the custom particle system will open a lot of options there. It's not going to be in the initial version, since that'll likely be just feature parity at first, but it will be designed to allow a lot of extensions.