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Question by NGC6543 · Dec 27, 2016 at 03:20 AM · particlesparticlesystemparticle systememit

How to force a particle system emit from every vertex a mesh have?

Hi, I want my particle system emit only one particle on each vertex of a mesh. On emittion tab I set the min max bursts to the vertex count so that there won't be multiple particles on one vertex. And I tried to find the right seed to emit from every vertices simultaneously, but unfortunately I couldn't.

Is there a way to force the particle system to emit from the whole vertices at once?

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Answer by ifurkend · Dec 27, 2016 at 04:45 AM

As far as I concern, there is no way to achieve this accurately. You may submit a suggestion or directly ask @richardkettlewell for this feature in the next beta.

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Answer by AlwaysSunny · Dec 27, 2016 at 04:47 AM

AFAIK @ifurkend is correct that there is no way to do this with the native emit-from-mesh approach. However, if you loop over the mesh.verticies collection, you can move a "shapeless" or "zero size" particle emitter to each vertex and Emit(1) a single particle for each.

If needed, you can also orient this emitter based on vertex data. Bear in mind any hard-edged mesh has multiple overlapping verticies at the corners, so your results may not be what you expect.

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Answer by dmzl · Mar 04 at 12:50 PM

In more recent versions of Unity you can use the Shape module and under Shape you can select Mesh, MeshRenderer or SkinnedMeshRenderer. You still have the option to select triangle, edge or vertex to spawn your particles.

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