GpuParticlesCollision3D
Abstract base class for 3D particle collision shapes affecting GPUParticles3D nodes.
Abstract base class for 3D particle collision shapes affecting GpuParticles3D nodes.
Particle collision shapes can be used to make particles stop or bounce against them.
Particle collision shapes work in real-time and can be moved, rotated and scaled during gameplay. Unlike attractors, non-uniform scaling of collision shapes is not supported.
Particle collision shapes can be temporarily disabled by hiding them.
Note: ParticleProcessMaterial.CollisionMode must be ParticleProcessMaterial.CollisionModeEnum.Rigid or ParticleProcessMaterial.CollisionModeEnum.HideOnContact on the GpuParticles3D's process material for collision to work.
Note: Particle collision only affects GpuParticles3D, not CpuParticles3D.
Note: Particles pushed by a collider that is being moved will not be interpolated, which can result in visible stuttering. This can be alleviated by setting GpuParticles3D.FixedFps to 0 or a value that matches or exceeds the target framerate.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Properties1
CullMaskProperty
public uint CullMask { get; set; }Selects affected emitters by particle render Layers. Requires at least one common bit. Not a physics CollisionMask or the HeightfieldMask/BakeMask geometry-selection mask.
Methods2
GetCullMaskuint
public uint GetCullMask();Returns CullMask. Selects affected emitters by particle render Layers. Requires at least one common bit. Not a physics CollisionMask or the HeightfieldMask/BakeMask geometry-selection mask.
uintCurrent CullMask value; account for the described units and scope.
SetCullMaskvoid
public void SetCullMask(uint mask);Sets CullMask. Selects affected emitters by particle render Layers. Requires at least one common bit. Not a physics CollisionMask or the HeightfieldMask/BakeMask geometry-selection mask.
| Name | Type | Default |
|---|---|---|
mask | uint | — |
maskSelects affected emitters by particle render Layers. Requires at least one common bit. Not a physics CollisionMask or the HeightfieldMask/BakeMask geometry-selection mask.