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Particle scaling issues when changing Canvas RenderMode #9
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I tested it in the example scene included in the plug-in that you uploaded to gitHub. So if it's an issue like # 8, |
Oh, I get it. |
Umm, It is difficult issue... |
Most particle effects consist of multiple ParticleSystems. I think that it is necessary to have a "scale" independent from ParticleSystem.StartSize and Transform.localScale. |
So cool! |
v1.1.0 has been released! |
Hi
Thank you for releasing the awesome UI Particle plug-in,
and please understand that my English is awkward.
There is something that seems to be a bit of a problem when I test it.
I opened the project that I uploaded as an example to Unity (2018.2.5f1) and it worked without any problem. However, changing the Canvas's RenderMode to ScreenSpace-Overlay did not seem to work.
I thought it was a problem in the UIParticle.cs to call the BakeMesh function with the Camera as an argument even though it was not based on CameraRenderMode. In fact, it was too small to render.
To make it work as intended, I need to raise the Scale of the RectTransform to 60, as in the example in ConvertParticlesToUIVertex.
I wonder if the intended behavior is correct.
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