Good day, I'm attempting to randomly generate a space scene (quite large actually) in Unity through C# code mainly. So far, I've gotten stunning results up to what image #2 will show you. However, now I'm looking to expand the look with more random particles. So, I've made a texture atlas of 8 in a vertical row, which works on the random setting if you have an emitter and the particle system is called with PS.Play();
Assigning different materials would only work on a per particle system basis(which would be new texture PER cloud, so to speak) which is not what I want. So, my question:
How can I use the Shuriken Particle System's Texture Sheet Animation functionality through code, without having an "active" particle system? More precisely, I wish to use the 'Random Row' feature of it to assign random textures to each particle.
Since I can't share my code (due to policies), here is a bit more info on how I do it:
- I create an array with coordinates for each cloud.
- Assign a particle system to that cloud.
- Randomly generate all the particles for the cloud with relative offsets.
- Use
PS.setParticles(particlesArray);
Using a Texture Atlas consisting of the letters A to H to test, only B showing on all particles.
Using a Texture Atlas consisting of the fog particles to test, only 2nd showing on all particles.
Thank you @DMGregory for the help, I've tested it multiple times and it works perfectly now, I've also went ahead and tweaked a few of my settings just to get a more "clear" space: