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This basic example shows how to sample a Skinned Mesh and spawn particles on its surface. We''re also getting the Uvs of the Skinned Mesh to sample the same texture that the Mesh is using so that we can drive where to spawn feathers on our creature''s back. 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We spawn particles in a 2D grid fashion and use their XY coordinates to sample the texture. We then kill the particles based on a threshold value of the sampled texture values. Covered Aspects: Texture2D Sample Operator Alive attribute Rejection Sampling' objectReference: {fileID: 0} - target: {fileID: 2408670259278095987, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} propertyPath: m_text value: Sample Texture2D objectReference: {fileID: 0} - target: {fileID: 2408670259278095987, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} propertyPath: m_fontSize value: 1.65 objectReference: {fileID: 0} - target: {fileID: 5545218454366095513, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} propertyPath: m_text value: Sample Texture2D objectReference: {fileID: 0} - target: {fileID: 5545218454366095513, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} propertyPath: m_fontSize value: 0.35 objectReference: {fileID: 0} - target: {fileID: 5945129687999878127, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} propertyPath: m_MotionVectors value: 1 objectReference: {fileID: 0} - target: {fileID: 6248785314144890485, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} propertyPath: m_text value: Sample Texture2D objectReference: {fileID: 0} - target: {fileID: 7062751565507986235, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} propertyPath: m_Name value: Sample Texture2D objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] m_AddedComponents: - targetCorrespondingSourceObject: {fileID: 4319761462369783405, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} insertIndex: -1 addedObject: {fileID: 0} - targetCorrespondingSourceObject: {fileID: 5758856414464444129, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} insertIndex: -1 addedObject: {fileID: 0} - targetCorrespondingSourceObject: {fileID: 7390170618513591981, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} insertIndex: -1 addedObject: {fileID: 0} m_SourcePrefab: {fileID: 100100000, guid: 3a08a8ebfe6ab4642b6f075038bdc1c3, type: 3} --- !u!1001 &2591491200927492331 PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: serializedVersion: 3 m_TransformParent: {fileID: 0} m_Modifications: - target: {fileID: 2050652122566655625, guid: 880de12b545a1a2438644f5c247282f7, type: 3} propertyPath: m_Name value: Rotation & Angular Velocity objectReference: {fileID: 0} - target: {fileID: 2940475897326916551, guid: 880de12b545a1a2438644f5c247282f7, type: 3} propertyPath: m_text value: Rotation & Angular Velocity objectReference: {fileID: 0} - target: {fileID: 3639503130760246571, guid: 880de12b545a1a2438644f5c247282f7, type: 3} propertyPath: m_text value: Rotation & Angular Velocity objectReference: {fileID: 0} - target: {fileID: 3639503130760246571, guid: 880de12b545a1a2438644f5c247282f7, type: 3} propertyPath: m_fontSize value: 0.25 objectReference: {fileID: 0} - target: {fileID: 6812649016629805472, guid: 880de12b545a1a2438644f5c247282f7, type: 3} propertyPath: m_text value: "Particle's rotation can be controlled by setting the angle attribute. To get more realistic behavior, you can also, like in this example, use the angular velocity. 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But you can still make them collide with different geometry approximations like Boxes, Spheres, Cones, Planes or even complex shapes with the use of SDF and/or Depth Buffer. This example shows you how to combine different collider blocks to get the desired results. It also covers some tricks to leverage boolean ports to get rid of some collision precision issues. Covered Aspects: Collision Properties Collider Blocks Boolean Port' objectReference: {fileID: 0} - target: {fileID: 3275871640633735977, guid: d0921802ff282224fb72c1b2f4048ec1, type: 3} propertyPath: m_text value: Collision Simple objectReference: {fileID: 0} - target: {fileID: 3275871640633735977, guid: d0921802ff282224fb72c1b2f4048ec1, type: 3} propertyPath: m_fontSize value: 1.65 objectReference: {fileID: 0} - target: {fileID: 4679233405609629123, guid: d0921802ff282224fb72c1b2f4048ec1, type: 3} propertyPath: m_text value: Collision Simple objectReference: {fileID: 0} - target: {fileID: 4679233405609629123, guid: d0921802ff282224fb72c1b2f4048ec1, type: 3} propertyPath: m_fontSize value: 0.4 objectReference: {fileID: 0} - target: {fileID: 6531149727921533743, guid: d0921802ff282224fb72c1b2f4048ec1, type: 3} propertyPath: m_text value: Collision Simple objectReference: {fileID: 0} - target: {fileID: 6816827796614205109, guid: d0921802ff282224fb72c1b2f4048ec1, type: 3} propertyPath: m_CastShadows value: 0 objectReference: {fileID: 0} - 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But you can still make them collide with different geometry approximations like Boxes, Spheres, Cones, Planes or even complex shapes with the use of SDF and/or Depth Buffer. Sometimes using simple collision shapes isn''t enough to get a precise enough collision with the environment. In this case, using SDF can be a good solution to approximate complex geometry like this sculpture of a hand. 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How to setup Spawn Event Attributes? What is the Spawn State Operator. Covered Aspects: Spawn Context Spawn Event Attributes Spawn State' objectReference: {fileID: 0} - target: {fileID: 3010868030945340256, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} propertyPath: m_text value: Spawn Context objectReference: {fileID: 0} - target: {fileID: 3010868030945340256, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} propertyPath: m_fontSize value: 1.65 objectReference: {fileID: 0} - target: {fileID: 4922718748091909514, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} propertyPath: m_text value: Spawn Context objectReference: {fileID: 0} - target: {fileID: 4922718748091909514, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} propertyPath: m_fontSize value: 0.4 objectReference: {fileID: 0} - target: {fileID: 6495536055127547644, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} propertyPath: m_CastShadows value: 0 objectReference: {fileID: 0} - target: {fileID: 6781776114920104806, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} propertyPath: m_text value: Spawn Context objectReference: {fileID: 0} - target: {fileID: 7684969949234859560, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} propertyPath: m_Name value: Spawn Context objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] m_AddedComponents: - targetCorrespondingSourceObject: {fileID: 3699549292453364606, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} insertIndex: -1 addedObject: {fileID: 0} - targetCorrespondingSourceObject: {fileID: 5138045560541940722, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} insertIndex: -1 addedObject: {fileID: 0} - targetCorrespondingSourceObject: {fileID: 7938361074784011198, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} insertIndex: -1 addedObject: {fileID: 0} m_SourcePrefab: {fileID: 100100000, guid: 74327bb163ab0b64d918a785f48866eb, type: 3} --- !u!1001 &6259931337924157343 PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: serializedVersion: 3 m_TransformParent: {fileID: 0} m_Modifications: - target: {fileID: 775372349040257079, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_text value: Capacity Count objectReference: {fileID: 0} - target: {fileID: 775372349040257079, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_fontSize value: 0.4 objectReference: {fileID: 0} - target: {fileID: 1192920519063785179, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_text value: Capacity Count objectReference: {fileID: 0} - target: {fileID: 1492776379069395777, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_CastShadows value: 0 objectReference: {fileID: 0} - target: {fileID: 2609221245420102549, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_Name value: Capacity objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_RootOrder value: 5 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalPosition.x value: -12 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalPosition.y value: 0 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalPosition.z value: 0 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalRotation.w value: 1 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalRotation.x value: -0 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalRotation.y value: -0 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalRotation.z value: -0 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalEulerAnglesHint.x value: 0 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalEulerAnglesHint.y value: 0 objectReference: {fileID: 0} - target: {fileID: 5834724138154812937, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} - target: {fileID: 7407249256583847100, guid: 412c1cdff46ae03479699e5a7f3a04c3, type: 3} propertyPath: m_text value: "Capacity Count is used for the particle Memory allocation of a system. 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target: {fileID: 5649587174976461374, guid: 285dcf63ee4210a4999b554f0d509a18, type: 3} propertyPath: m_text value: 'Decal is a very powerful tool that can add a lot of visual complexity to an environment. We can use decals to project textures on the environment and even on dynamic objects or skinned meshes. Output Decals allow you to render particles as decals and to project its properties onto a surface using a Base Color map (albedo), a Normal Map, or a Mask Map. This example shows how to leverage the Output Decal to stick and project animated decals onto an animated skinned mesh renderer. 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