Comments (3)
Ah, by this I meant just rendering your particles over other content - I found that it blended oddly (perhaps only for transparent canvases?) when there was no other content behind the particles. The particle editor background color is actually a tinted 10px texture in a Sprite stretched to fill the area.
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I see what you meant by the comment now. Do you know of a good way of doing an "add" or "screen" blend mode when the background is a bright color? I want the particles to only blend with each other, not the rest of the scene.
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I think the only option there is to have an off stage container for the particles that is rendered to a RenderTexture, and then use a Sprite to display that RenderTexture in your game world.
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Related Issues (20)
- The particle emitter can encounter undefined particles which casues it to choke and break HOT 3
- particle systems run slower after migration from 4.3.x to 5.0.7 HOT 4
- Artifacts when using `playOnce` HOT 4
- can not use editor export json file HOT 4
- When to support pixi 7.0 HOT 1
- npm install errors upgrading to Pixi 7 HOT 3
- Can not use editor export json file - Format seems different HOT 1
- emitter.updateOwnerPos throws an error if emitter is destroyed HOT 2
- It extends Container, not ParticleContainer HOT 1
- Classes not invoked with new? HOT 3
- [inquiry] does Pixi particles use instanced rendering? HOT 3
- Need to interact with particular particle on mouse touch and destroy it HOT 2
- Alpha interpolating doesn't work for images HOT 2
- animatedSingle behaviour HOT 7
- Is the project will keep update? HOT 4
- Where can I find a CDN link to new version ? HOT 1
- Bug: PropertyNode.createList leads to errors if there are two points with same value HOT 2
- Best practice for continuous trail on a fast-moving object? HOT 5
- Support for v8 HOT 2
- `update(delta)` doesn't respect Ticker speed HOT 1
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