diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..f90083b --- /dev/null +++ b/.editorconfig @@ -0,0 +1,208 @@ +root = true + +[*.json] +charset = utf-8 +end_of_line = lf +indent_style = space +indent_size = 2 +trim_trailing_whitespace = true +insert_final_newline = true + +[*.asmdef] +charset = utf-8 +end_of_line = lf +indent_style = space +indent_size = 4 +trim_trailing_whitespace = true +insert_final_newline = true + +# C# files +[*.cs] +charset = utf-8 +end_of_line = lf +indent_style = space +indent_size = 4 +trim_trailing_whitespace = true +insert_final_newline = true + +csharp_style_implicit_object_creation_when_type_is_apparent = false +resharper_object_creation_when_type_evident = explicitly_typed + +# Keep +csharp_keep_existing_attribute_arrangement = true +csharp_keep_existing_embedded_arrangement = true +csharp_keep_user_linebreaks = true +csharp_keep_existing_linebreaks = true +csharp_place_simple_embedded_statement_on_same_line = false +csharp_place_simple_blocks_on_single_line = false +csharp_keep_existing_initializer_arrangement = true +csharp_keep_existing_arrangement = true + +# Standard properties +end_of_line = lf +insert_final_newline = true + +# Brace preferences +csharp_brace_style = next_line +csharp_braces_for_ifelse = required_for_multiline_statement +csharp_braces_for_for = required +csharp_braces_for_foreach = required +csharp_braces_for_while = required +csharp_braces_for_dowhile = required +csharp_braces_for_using = required +csharp_case_block_braces = next_line +csharp_initializer_braces = next_line + +# New line preferences +csharp_new_line_before_open_brace = all +csharp_new_line_before_else = true +csharp_new_line_before_catch = true +csharp_new_line_before_finally = true +csharp_new_line_before_members_in_object_initializers = true +csharp_new_line_before_members_in_anonymous_types = true +csharp_new_line_between_query_expression_clauses = true + +# Indentation preferences +csharp_indent_block_contents = true +csharp_indent_braces = false +csharp_indent_case_contents = true +csharp_indent_case_contents_when_block = false +csharp_indent_switch_labels = true +csharp_indent_labels = one_less_than_current + +# Modifier preferences +csharp_preferred_modifier_order = public,private,protected,internal,static,extern,new,virtual,abstract,sealed,override,readonly,unsafe,volatile,async:suggestion + +# avoid this. unless absolutely necessary +dotnet_style_qualification_for_field = false:suggestion +dotnet_style_qualification_for_property = false:suggestion +dotnet_style_qualification_for_method = false:suggestion +dotnet_style_qualification_for_event = false:suggestion + +# Types: use keywords instead of BCL types, and permit var only when the type is clear +csharp_style_var_for_built_in_types = true:suggestion +csharp_style_var_when_type_is_apparent = true:none +csharp_style_var_elsewhere = true:suggestion +dotnet_style_predefined_type_for_locals_parameters_members = true:suggestion +dotnet_style_predefined_type_for_member_access = true:suggestion + +# Arguments +csharp_arguments_literal = named:suggestion +csharp_arguments_string_literal = named:suggestion + +# Naming: public and protected fields -> camelCase +dotnet_naming_rule.protected_public_fields.severity = suggestion +dotnet_naming_rule.protected_public_fields.symbols = protected_public_fields +dotnet_naming_rule.protected_public_fields.style = camel_case +dotnet_naming_symbols.protected_public_fields.applicable_kinds = field, event +dotnet_naming_symbols.protected_public_fields.applicable_accessibilities = public, protected +dotnet_naming_style.camel_case.capitalization = camel_case + +# Naming: properties -> camelCase +dotnet_naming_rule.properties.severity = suggestion +dotnet_naming_rule.properties.symbols = properties +dotnet_naming_rule.properties.style = camel_case +dotnet_naming_symbols.properties.applicable_kinds = property + +# Naming: constant fields -> k_PascalCase +dotnet_naming_rule.constant_fields.severity = suggestion +dotnet_naming_rule.constant_fields.symbols = constant_fields +dotnet_naming_rule.constant_fields.style = k_pascal_case +dotnet_naming_symbols.constant_fields.applicable_kinds = field +dotnet_naming_symbols.constant_fields.required_modifiers = const +dotnet_naming_style.k_pascal_case.required_prefix = k_ +dotnet_naming_style.k_pascal_case.capitalization = pascal_case + +# Naming: static fields -> s_PascalCase +dotnet_naming_rule.static_fields_should_have_prefix.severity = suggestion +dotnet_naming_rule.static_fields_should_have_prefix.symbols = static_fields +dotnet_naming_rule.static_fields_should_have_prefix.style = s_pascal_case +dotnet_naming_symbols.static_fields.applicable_kinds = field, property +dotnet_naming_symbols.static_fields.required_modifiers = static +dotnet_naming_symbols.static_fields.applicable_accessibilities = private, internal, private_protected +dotnet_naming_style.s_pascal_case.required_prefix = s_ +dotnet_naming_style.s_pascal_case.capitalization = pascal_case + +# Naming: internal and private fields -> _camelCase +dotnet_naming_rule.private_internal_fields.severity = suggestion +dotnet_naming_rule.private_internal_fields.symbols = private_internal_fields +dotnet_naming_rule.private_internal_fields.style = _camel_case +dotnet_naming_symbols.private_internal_fields.applicable_kinds = field +dotnet_naming_symbols.private_internal_fields.applicable_accessibilities = private, internal +dotnet_naming_style._camel_case.required_prefix = _ +dotnet_naming_style._camel_case.capitalization = camel_case + +# Code style defaults +dotnet_sort_system_directives_first = true +csharp_preserve_single_line_statements = false:none +csharp_prefer_static_local_function = true:suggestion +csharp_prefer_simple_using_statement = false:none +csharp_style_prefer_switch_expression = true:suggestion +dotnet_style_readonly_field = true:suggestion + +# Expression-level preferences +dotnet_style_object_initializer = true:suggestion +dotnet_style_collection_initializer = true:suggestion +dotnet_style_explicit_tuple_names = true:suggestion +dotnet_style_coalesce_expression = true:suggestion +dotnet_style_null_propagation = true:suggestion +dotnet_style_prefer_is_null_check_over_reference_equality_method = true:suggestion +dotnet_style_prefer_inferred_tuple_names = true:suggestion +dotnet_style_prefer_inferred_anonymous_type_member_names = true:suggestion +dotnet_style_prefer_auto_properties = true:suggestion +dotnet_style_prefer_conditional_expression_over_assignment = true:silent +dotnet_style_prefer_conditional_expression_over_return = true:silent +csharp_prefer_simple_default_expression = true:suggestion + +# Expression-bodied members +csharp_style_expression_bodied_accessors = when_on_single_line:suggestion +csharp_style_expression_bodied_methods = false:suggestion +csharp_style_expression_bodied_constructors = false:suggestion +csharp_style_expression_bodied_operators = false:suggestion +csharp_style_expression_bodied_properties = when_on_single_line:suggestion +csharp_style_expression_bodied_indexers = false:suggestion +csharp_style_expression_bodied_lambdas = when_on_single_line:silent +csharp_style_expression_bodied_local_functions = false:suggestion + +# Pattern matching +csharp_style_pattern_matching_over_is_with_cast_check = true:suggestion +csharp_style_pattern_matching_over_as_with_null_check = true:suggestion +csharp_style_inlined_variable_declaration = true:suggestion + +# Null checking preferences +csharp_style_throw_expression = true:suggestion +csharp_style_conditional_delegate_call = true:suggestion + +# Other features +csharp_style_prefer_index_operator = false:none +csharp_style_prefer_range_operator = false:none +csharp_style_pattern_local_over_anonymous_function = false:none + +# Space preferences +csharp_space_after_cast = false +csharp_space_after_colon_in_inheritance_clause = true +csharp_space_after_comma = true +csharp_space_after_dot = false +csharp_space_after_keywords_in_control_flow_statements = true +csharp_space_after_semicolon_in_for_statement = true +csharp_space_around_binary_operators = before_and_after +csharp_space_around_declaration_statements = do_not_ignore +csharp_space_before_colon_in_inheritance_clause = true +csharp_space_before_comma = false +csharp_space_before_dot = false +csharp_space_before_open_square_brackets = false +csharp_space_before_semicolon_in_for_statement = false +csharp_space_between_empty_square_brackets = false +csharp_space_between_method_call_empty_parameter_list_parentheses = false +csharp_space_between_method_call_name_and_opening_parenthesis = false +csharp_space_between_method_call_parameter_list_parentheses = false +csharp_space_between_method_declaration_empty_parameter_list_parentheses = false +csharp_space_between_method_declaration_name_and_open_parenthesis = false +csharp_space_between_method_declaration_parameter_list_parentheses = false +csharp_space_between_parentheses = false +csharp_space_between_square_brackets = false + +# ReSharper inspection severities +resharper_check_namespace_highlighting = none +resharper_for_can_be_converted_to_foreach_highlighting = none +resharper_xmldoc_indent_text = ZeroIndent diff --git a/.github/workflows/release.yml b/.github/workflows/release.yml new file mode 100644 index 0000000..023c5ce --- /dev/null +++ b/.github/workflows/release.yml @@ -0,0 +1,103 @@ +name: ๐Ÿ”– Release + +on: + workflow_dispatch: + push: + branches: + - release + - release-preview + - release-v4 + tags-ignore: + - "**" + +jobs: + release: + name: ๐Ÿ”– Release (${{ github.ref_name }}) + runs-on: ubuntu-latest + permissions: + contents: write + pull-requests: write + issues: write + outputs: + channel: ${{ steps.release.outputs.new_release_channel }} + released: ${{ steps.release.outputs.new_release_published }} + tag: ${{ steps.release.outputs.new_release_git_tag }} + version: ${{ steps.release.outputs.new_release_version }} + merge_to: ${{ steps.summary.outputs.merge_to }} + split_to: ${{ steps.summary.outputs.split_to }} + steps: + - name: ๐Ÿšš Checkout (${{ github.ref_name }}) + uses: actions/checkout@v4 + + - name: ๐Ÿ”– Run semantic release + uses: cycjimmy/semantic-release-action@v4 + id: release + with: + working_directory: Packages/src + extra_plugins: | + @semantic-release/changelog + @semantic-release/git + env: + GITHUB_TOKEN: ${{ github.token }} + + - id: summary + run: | + echo "๐Ÿ”– New release published: '${{ steps.release.outputs.new_release_published }}'" | tee -a $GITHUB_STEP_SUMMARY + echo "๐Ÿ”– New release version: '${{ steps.release.outputs.new_release_version }}'" | tee -a $GITHUB_STEP_SUMMARY + echo "๐Ÿ”– New release channel: '${{ steps.release.outputs.new_release_channel }}'" | tee -a $GITHUB_STEP_SUMMARY + echo "๐Ÿ”– New release git tag: '${{ steps.release.outputs.new_release_git_tag }}'" | tee -a $GITHUB_STEP_SUMMARY + + if [ '${{ steps.release.outputs.new_release_published }}' = 'false' ]; then + echo "No new release published." | tee -a $GITHUB_STEP_SUMMARY + elif [ '${{ github.ref_name }}' = 'release' ]; then + echo "merge_to=develop" | tee -a $GITHUB_OUTPUT + echo "split_to=main" | tee -a $GITHUB_OUTPUT + elif [ '${{ github.ref_name }}' = 'release-preview' ]; then + echo "merge_to=develop-preview" | tee -a $GITHUB_OUTPUT + echo "split_to=preview" | tee -a $GITHUB_OUTPUT + elif [ '${{ github.ref_name }}' = 'release-4.x' ]; then + echo "merge_to=develop-4.x" | tee -a $GITHUB_OUTPUT + echo "split_to=4.x" | tee -a $GITHUB_OUTPUT + fi + + merge-to: + if: needs.release.outputs.merge_to != '' + needs: release + name: ๐Ÿ”€ Merge to ${{ needs.release.outputs.merge_to }} + runs-on: ubuntu-latest + permissions: + contents: write + steps: + - name: ๐Ÿšš Checkout (${{ needs.release.outputs.merge_to }}) + uses: actions/checkout@v4 + with: + ref: ${{ needs.release.outputs.merge_to }} + fetch-depth: 0 + - name: ๐Ÿ”€ Merge '${{ needs.release.outputs.tag }}' into '${{ needs.release.outputs.merge_to }}' + run: | + git config --local user.email "github-actions[bot]@users.noreply.github.com" + git config --local user.name "github-actions[bot]" + + git merge ${{ needs.release.outputs.tag }} + git push origin ${{ needs.release.outputs.merge_to }} + + split-to: + if: needs.release.outputs.split_to != '' + needs: release + name: ๐Ÿ”€ Split package to ${{ needs.release.outputs.split_to }} + runs-on: ubuntu-latest + permissions: + contents: write + steps: + - name: ๐Ÿšš Checkout (${{ needs.release.outputs.tag }}) + uses: actions/checkout@v4 + with: + ref: ${{ needs.release.outputs.tag }} + fetch-depth: 0 + - name: ๐Ÿ”€ Split subtree 'Packages/src' to '${{ needs.release.outputs.split_to }}' + run: | + split_to=${{ needs.release.outputs.split_to }} + git branch $split_to origin/$split_to + git subtree split --prefix=Packages/src --branch $split_to + git tag ${{ needs.release.outputs.version }} $split_to + git push origin ${{ needs.release.outputs.version }} $split_to:$split_to diff --git a/.github/workflows/test.yml b/.github/workflows/test.yml new file mode 100644 index 0000000..534d201 --- /dev/null +++ b/.github/workflows/test.yml @@ -0,0 +1,95 @@ +# Required secrets +# UNITY_LICENSE: The contents of Unity license file +# UNITY_EMAIL: Unity user email to login +# UNITY_PASSWORD: Unity user password to login +name: ๐Ÿงช Test + +env: + # MINIMUM_VERSION: The minimum version of Unity. + MINIMUM_VERSION: 2019.4 + # EXCLUDE_FILTER: The excluded versions of Unity. + EXCLUDE_FILTER: '(2020.2.0)' + +on: + workflow_dispatch: + push: + branches: + - develop + - develop-preview + - develop-4.x + tags: + - "!*" + paths-ignore: + - "*.md" + pull_request: + types: + - opened + - synchronize + +jobs: + setup: + name: โš™๏ธ Setup + runs-on: ubuntu-latest + outputs: + unityVersions: ${{ steps.setup.outputs.unityVersions }} + steps: + - name: โš™๏ธ Find target Unity versions + id: setup + run: | + echo "==== Target Unity Versions ====" + LATEST_VERSIONS=`npx unity-changeset list --versions --latest-patch --min ${MINIMUM_VERSION} --json --all` + # ADDITIONAL_VERSIONS=`npx unity-changeset list --versions --grep '0f' --min ${MINIMUM_VERSION} --json` + ADDITIONAL_VERSIONS=[] + + VERSIONS=`echo "[${LATEST_VERSIONS}, ${ADDITIONAL_VERSIONS}]" \ + | jq -c '[ flatten | sort | unique | .[] | select( test("${{ env.EXCLUDE_FILTER }}") | not ) ]'` + echo "unityVersions=${VERSIONS}" | tee $GITHUB_OUTPUT + + test: + name: ๐Ÿงช Run tests + runs-on: ubuntu-latest + env: + UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} + UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} + UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }} + permissions: + checks: write + contents: read + needs: setup + strategy: + fail-fast: false + max-parallel: 4 + matrix: + unityVersion: ${{ fromJson(needs.setup.outputs.unityVersions) }} + steps: + - name: ๐Ÿšš Checkout + uses: actions/checkout@v4 + + - name: ๐Ÿ“ฅ Cache library + uses: actions/cache@v4 + with: + path: Library + key: Library-${{ matrix.unityVersion }}-${{ github.sha }} + restore-keys: | + Library-${{ matrix.unityVersion }}- + Library- + + - name: ๐Ÿ› ๏ธ Build Unity Project + uses: game-ci/unity-builder@v4 + timeout-minutes: 45 + with: + customImage: ghcr.io/mob-sakai/unity3d:${{ matrix.unityVersion }} + targetPlatform: StandaloneLinux64 + allowDirtyBuild: true + customParameters: -nographics + + - name: ๐Ÿงช Run tests + uses: game-ci/unity-test-runner@v4 + timeout-minutes: 45 + with: + customImage: ghcr.io/mob-sakai/unity3d:${{ matrix.unityVersion }} + # unityVersion: ${{ matrix.unityVersion }} + customParameters: -nographics + checkName: ${{ matrix.unityVersion }} Test Results + githubToken: ${{ github.token }} + coverageOptions: "dontClear;generateHtmlReport;generateBadgeReport;pathFilters:+**/Packages/src/**;assemblyFilters:+,-*.Editor,-*.Test" diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..7dab8a1 --- /dev/null +++ b/.gitignore @@ -0,0 +1,30 @@ +# Windows +Thumbs.db +Desktop.ini +/*.csproj +/*.sln + +# macOS +.DS_Store + +# Vim +*.swp + +# Unity +/Logs +/Library +/Temp +Assets/Plugins.meta +Assets/JMO Assets.meta +Assets/JMO Assets +Assets/EffectExamples/ +Assets/EffectExamples.meta +Assets/Plugins/ + +# VS +.vs/ +.vscode/ +.idea/ +obj/ +bin/ +UserSettings/ diff --git a/Assets/Demo.meta b/Assets/Demo.meta new file mode 100644 index 0000000..7ac1ad9 --- /dev/null +++ b/Assets/Demo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7c9f7735cc2f24a7ca1c23043e63a6be +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Demo/Cartoon FX & War FX Demo.meta b/Assets/Demo/Cartoon FX & War FX Demo.meta new file mode 100644 index 0000000..82b0b43 --- /dev/null +++ b/Assets/Demo/Cartoon FX & War FX Demo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 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Demo/CFX_Demo_With_UIParticle.cs @@ -0,0 +1,116 @@ +using System; +using System.Linq; +using System.Reflection; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; +using Object = UnityEngine.Object; + +namespace Coffee.UIExtensions.Demo +{ + public class CFX_Demo_With_UIParticle : MonoBehaviour + { + private MonoBehaviour _demo; + private string _demoType; + private Toggle _spawnOnUI; + private UIParticle _uiParticle; + + // Start is called before the first frame update + private void Start() + { + _uiParticle = GetComponentInChildren(); + _spawnOnUI = GetComponentInChildren(); + _demo = FindObjectOfType("CFX_Demo_New") as MonoBehaviour + ?? FindObjectOfType("WFX_Demo_New") as MonoBehaviour + ?? FindObjectOfType("CFXR_Demo") as MonoBehaviour; + _demoType = _demo?.GetType().Name; + + SetCanvasWidth(800); + SetCanvasRenderOverlay(true); + } + + // Update is called once per frame + private void Update() + { + if (!_spawnOnUI.isOn || !_demo || !Input.GetMouseButtonDown(0)) return; + + if (_demoType == "CFX_Demo_New" || _demoType == "WFX_Demo_New") + { + SpawnParticleCFX(); + } + else if (_demoType == "CFXR_Demo") + { + SpawnParticleCFXR(); + } + } + + private void SpawnParticleCFXR() + { + var particle = _demo.GetType() + .GetField("currentEffect", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public) + ?.GetValue(_demo) as GameObject; + if (!particle) return; + + var instance = Instantiate(particle); + foreach (var c in instance.GetComponentsInChildren()) + { + if (c.GetType().Name == "CFXR_Effect") + { + c.enabled = false; + } + } + + _uiParticle.SetParticleSystemInstance(instance, true); + } + + private void SpawnParticleCFX() + { + var particle = _demo.GetType() + .GetMethod("spawnParticle", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public) + ?.Invoke(_demo, Array.Empty()) as GameObject; + if (!particle) return; + + particle.transform.localScale = Vector3.one; + _uiParticle.SetParticleSystemInstance(particle, true); + } + + private static Object FindObjectOfType(string typeName) + { + var type = AppDomain.CurrentDomain.GetAssemblies() + .SelectMany(x => x.GetTypes()) + .FirstOrDefault(x => x.Name == typeName); + + return type == null ? null : FindObjectOfType(type); + } + + public void SetCanvasWidth(int width) + { + var scaler = GetComponentInParent(); + scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; + scaler.matchWidthOrHeight = 0; + var resolution = scaler.referenceResolution; + resolution.x = width; + scaler.referenceResolution = resolution; + } + + public void SetCanvasRenderOverlay(bool enable) + { + var canvas = GetComponentInParent(); + if (enable) + { + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + } + else + { + canvas.worldCamera = Camera.main; + canvas.renderMode = RenderMode.ScreenSpaceCamera; + canvas.planeDistance = 5; + } + } + + public void LoadScene(string scene) + { + SceneManager.LoadScene(scene); + } + } +} diff --git a/Assets/Demo/Cartoon FX & War FX Demo/CFX_Demo_With_UIParticle.cs.meta b/Assets/Demo/Cartoon FX & War FX Demo/CFX_Demo_With_UIParticle.cs.meta new file mode 100644 index 0000000..25ed903 --- /dev/null +++ b/Assets/Demo/Cartoon FX & War FX Demo/CFX_Demo_With_UIParticle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a845100b226da488ab9037ad254b5860 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Demo/Cartoon FX & War FX Demo/ParticleEffectForUGUI.prefab b/Assets/Demo/Cartoon FX & War FX Demo/ParticleEffectForUGUI.prefab new file mode 100644 index 0000000..1cd02f6 --- /dev/null +++ b/Assets/Demo/Cartoon FX & War FX Demo/ParticleEffectForUGUI.prefab @@ -0,0 +1,4044 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &86579950934789178 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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In Edit Mode you can use + // `yield return null;` to skip a frame. + [UnityTest] + public IEnumerator NewTestScriptWithEnumeratorPasses() + { + // Use the Assert class to test conditions. + // Use yield to skip a frame. + yield return null; + } + } +} diff --git a/Assets/Tests/Editor/NewTestScript.cs.meta b/Assets/Tests/Editor/NewTestScript.cs.meta new file mode 100644 index 0000000..df5fc5f --- /dev/null +++ b/Assets/Tests/Editor/NewTestScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5623180b85e024006b9a6772c3f241c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/NewTestScript.cs b/Assets/Tests/NewTestScript.cs new file mode 100644 index 0000000..ae00b8d --- /dev/null +++ b/Assets/Tests/NewTestScript.cs @@ -0,0 +1,26 @@ +using System.Collections; +using NUnit.Framework; +using UnityEngine.TestTools; + +namespace Coffee.UIParticle.Tests +{ + public class NewTestScript + { + // A Test behaves as an ordinary method + [Test] + public void NewTestScriptSimplePasses() + { + // Use the Assert class to test conditions + } + + // A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use + // `yield return null;` to skip a frame. + [UnityTest] + public IEnumerator NewTestScriptWithEnumeratorPasses() + { + // Use the Assert class to test conditions. + // Use yield to skip a frame. + yield return null; + } + } +} diff --git a/Assets/Tests/NewTestScript.cs.meta b/Assets/Tests/NewTestScript.cs.meta new file mode 100644 index 0000000..a7641ba --- /dev/null +++ b/Assets/Tests/NewTestScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d52f7d64d782c421284267dd1c197210 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..0d4af0a --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,8 @@ +{ + "dependencies": { + "com.unity.ide.rider": "3.0.27", + "com.unity.test-framework": "1.1.33", + "com.unity.modules.animation": "1.0.0", + "com.unity.modules.physics": "1.0.0" + } +} diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json new file mode 100644 index 0000000..07f380e --- /dev/null +++ b/Packages/packages-lock.json @@ -0,0 +1,85 @@ +{ + "dependencies": { + "com.coffee.ui-particle": { + "version": "file:src", + "depth": 0, + "source": "embedded", + "dependencies": { + "com.unity.ugui": "1.0.0", + "com.unity.modules.particlesystem": "1.0.0" + } + }, + "com.unity.ext.nunit": { + "version": "1.0.6", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, + "com.unity.ide.rider": { + "version": "3.0.27", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.ext.nunit": "1.0.6" + }, + "url": "https://packages.unity.com" + }, + "com.unity.test-framework": { + "version": "1.1.33", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.ext.nunit": "1.0.6", + "com.unity.modules.imgui": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0" + }, + "url": "https://packages.unity.com" + }, + "com.unity.ugui": { + "version": "1.0.0", + "depth": 1, + "source": "builtin", + "dependencies": { + "com.unity.modules.ui": "1.0.0", + "com.unity.modules.imgui": "1.0.0" + } + }, + "com.unity.modules.animation": { + "version": "1.0.0", + "depth": 0, + "source": "builtin", + "dependencies": {} + }, + "com.unity.modules.imgui": { + "version": "1.0.0", + "depth": 1, + "source": "builtin", + "dependencies": {} + }, + "com.unity.modules.jsonserialize": { + "version": "1.0.0", + "depth": 1, + "source": "builtin", + "dependencies": {} + }, + "com.unity.modules.particlesystem": { + "version": "1.0.0", + "depth": 1, + "source": "builtin", + "dependencies": {} + }, + "com.unity.modules.physics": { + "version": "1.0.0", + "depth": 0, + "source": "builtin", + "dependencies": {} + }, + "com.unity.modules.ui": { + "version": "1.0.0", + "depth": 2, + "source": "builtin", + "dependencies": {} + } + } +} diff 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index 0000000..cfaae1a --- /dev/null +++ b/Packages/src/README.md @@ -0,0 +1,483 @@ +# Particle Effect For UGUI (UI Particle) + +This package provides a component to render particle effects for uGUI in Unity 2018.2 or later. +The particle rendering is maskable and sortable, without the need for an extra Camera, RenderTexture, or Canvas. + +[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/) +[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) +[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/LICENSE.txt) +![](https://img.shields.io/badge/Unity-2018.2+-57b9d3.svg?style=flat&logo=unity) +![](https://github.com/mob-sakai/ParticleEffectForUGUI/actions/workflows/test.yml/badge.svg?branch=develop) +[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com) +[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) + +<< [๐Ÿ“ Description](#-description) | [๐ŸŽฎ Demo](#-demo) | [โš™ Installation](#-installation) | [๐Ÿš€ Usage](#-usage) | [๐Ÿ›  Development Note](#-development-note) | [๐Ÿค Contributing](#-contributing) >> + +

+ +## ๐Ÿ“ Description + +![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif) + +This package utilizes the new APIs `MeshBake/MashTrailBake` (introduced with Unity 2018.2) to render particles through +CanvasRenderer. +You can render, mask, and sort your ParticleSystems for UI without the necessity of an additional Camera, RenderTexture, +or Canvas. + +### Features + +* Easy to use: The package is ready to use out of the box. +* Sort particle effects and other UI by sibling index. +* No extra Camera, RenderTexture, or Canvas required. +* Masking options for Mask or RectMask2D. +* Support for the Trail module. +* Support for CanvasGroup alpha. +* No allocations needed to render particles. +* Compatibility with overlay, camera space, and world space. +* Support for Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP). +* Support for disabling `Enter Play Mode Options > Reload Domain`. +* Support for changing material property with AnimationClip (AnimatableProperty). + ![AnimatableProperty.gif][AnimatableProperty.gif] +* [4.0.0+] Support for 8+ materials. +* [4.0.0+] Correct world space particle position adjustment when changing window size for standalone platforms (Windows, + MacOSX, and Linux). +* [4.0.0+] Adaptive scaling for UI. +* [4.0.0+] Mesh sharing group to improve performance. + ![MeshSharing.gif][MeshSharing.gif] +* [4.0.0+] Particle attractor component. + ![ParticleAttractor.gif][ParticleAttractor.gif] +* [4.1.0+] Relative/Absolute particle position mode. + ![AbsolutePosition.gif][AbsolutePosition.gif] + +[AnimatableProperty.gif]: https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif + +[MeshSharing.gif]: https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif + +[ParticleAttractor.gif]: https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif + +[AbsolutePosition.gif]: https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif + +

+ +## ๐ŸŽฎ Demo + +* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html) + +> ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif) + +* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX) + * [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle + +> ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif) + +[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565 + +[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669 + +[JMO]: https://assetstore.unity.com/publishers/1669 + + +

+ +## โš™ Installation + +_This package requires Unity 2018.3 or later._ + +#### Install via OpenUPM + +This package is available on [OpenUPM](https://openupm.com) package registry. +This is the preferred method of installation, as you can easily receive updates as they're released. + +If you have [openupm-cli](https://github.com/openupm/openupm-cli) installed, then run the following command in your +project's directory: + +```sh +openupm add com.coffee.ui-particle +``` + +#### Install via UPM (using Git URL) + +Navigate to your project's Packages folder and open the `manifest.json` file. Then add this package somewhere in +the `dependencies` block: + +```json +{ + "dependencies": { + "com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git", + ... + } +} +``` + +To update the package, change suffix `#{version}` to the target version. + +* e.g. `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.6.0",` + +Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package. + +

+ +## ๐Ÿš€ Usage + +### UIParticle Component + +`UIParticle` controls the ParticleSystems that are attached to its own game objects and child game objects. + +![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/3559df45-63e7-4c4c-9233-f455779efa29) + +- **Maskable**: Does this graphic allow masking. +- **Scale**: Scale the rendering. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported. +- **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip, + use this to mark the changes. +- **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can + be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly. +- **Position Mode**: Emission position mode. + - **Absolute:** Emit from the world position of the `ParticleSystem`. + - **Relative:** Emit from the scaled position of the `ParticleSystem`. +- **Auto Scaling**: `Transform.lossyScale` (=world scale) will be set to `(1, 1, 1)` on update. It prevents the + root-Canvas scale from affecting the hierarchy-scaled `ParticleSystem`. +- **Rendering Order**: The ParticleSystem list to be rendered. You can change the order and the materials. + +**NOTE:** Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order +and z-position. + +

+ +#### Basic Usage + +1. Select `GameObject/UI/ParticleSystem` to create UIParticle with a ParticleSystem. + ![particle](https://user-images.githubusercontent.com/12690315/95007361-cad0e880-0649-11eb-8835-f145d62c5977.png) +2. Adjust the ParticleSystem as you like. + ![particle1](https://user-images.githubusercontent.com/12690315/95007359-ca385200-0649-11eb-8383-627c9750bda8.png) + +
+ +#### With Your Existing ParticleSystem Prefab + +1. Select `GameObject/UI/ParticleSystem (Empty)` to create UIParticle. + ![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png) +2. Drag and drop your ParticleSystem prefab onto UIParticle. + ![particle3](https://user-images.githubusercontent.com/12690315/95007356-c6a4cb00-0649-11eb-9316-562f4bce3f31.png) + +
+ +#### With `Mask` or `RectMask2D` Component + +If you want to mask particles, set a stencil-supported shader (such as `UI/UIAdditive`) to the material for +ParticleSystem. +If you use some custom shaders, see +the [How to Make a Custom Shader to Support Mask/RectMask2D Component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) +section. + +![](https://user-images.githubusercontent.com/12690315/95017591-3b512700-0695-11eb-864e-04166ea1809a.png) + +

+ +### Script usage + +```cs +// Instant ParticleSystem prefab with UIParticle on runtime. +var go = GameObject.Instantiate(prefab); +var uiParticle = go.AddComponent(); + +// Control by ParticleSystem. +particleSystem.Play(); +particleSystem.Emit(10); + +// Control by UIParticle. +uiParticle.Play(); +uiParticle.Stop(); +``` + +

+ +### UIParticleAttractor component + +`UIParticleAttractor` attracts particles generated by the specified ParticleSystem. + +![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/ea6ae0ed-f9a8-437c-8baa-47526303391e) +![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif) + +- **Particle System**: Attracts particles generated by the specified particle system. +- **Destination Radius**: Once the particle is within the radius, the particle lifetime will become 0, and `OnAttracted` + will be called. +- **Delay Rate**: Delay to start attracting. It is a percentage of the particle's start lifetime. +- **Max Speed**: Maximum speed of attracting. If this value is too small, attracting may not be completed by the end of + the lifetime, and `OnAttracted` may not be called. +- **Movement**: Attracting movement type. (`Linear`, `Smooth`, `Sphere`) +- **Update Mode**: Update mode. + - **Normal:** Update with scaled delta time. + - **Unscaled Time:** Update with unscaled delta time. +- **OnAttracted**: An event called when attracting is complete (per particle). + +

+ +## ๐Ÿ›  Development Note + +### Compares the Baking mesh approach with the conventional approach + +- **Baking mesh approach (=UIParticle)** + ![](https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif) + - โœ… Rendered as is. + - โœ… Maskable. + - โœ… Sortable. + - โœ… Less objects. + +- **Do nothing (=Plain ParticleSystem)** + ![](https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif) + - โœ… Rendered as is. + - โŒ Looks like a glitch. + - โŒ Not maskable. + - โŒ Not sortable. + +- **Convert particle to UIVertex (=[UIParticleSystem][UIParticleSystem])** + ![](https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif) + - โœ… Maskable. + - โœ… Sortable. + - โŒ Adjustment is difficult. + - โŒ Requires UI shaders. + - โŒ Difficult to adjust scale. + - โŒ Force hierarchy scalling. + - โŒ Simulation results are incorrect. + - โŒ Trail, rotation of transform, time scaling are not supported. + - โŒ Generate heavy GC every frame. + +- **Use Canvas to sort (Sorting By Canvas )** + ![](https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif) + - โœ… Rendered as is. + - โœ… Sortable. + - โŒ You must to manage sorting orders. + - โŒ Not maskable. + - โŒ More batches. + - โŒ Requires Canvas. + +- **Use RenderTexture** + ![](https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif) + - โœ… Maskable. + - โœ… Sortable. + - โŒ Requires Camera and RenderTexture. + - โŒ Difficult to adjust position and size. + - โŒ Quality depends on the RenderTexture's setting. + +[UIParticleSystem]: https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/ + +#### [Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374) + +| Approach | FPS on Editor | FPS on iPhone6 | FPS on Xperia XZ | +|-----------------------------|---------------|----------------|------------------| +| Particle System | 43 | 57 | 22 | +| UIParticleSystem | 4 | 3 | 0 (unmeasurable) | +| Sorting By Canvas | 43 | 44 | 18 | +| UIParticle | 17 | 12 | 4 | +| UIParticle with MeshSharing | 44 | 45 | 30 | + +### ๐Ÿ” FAQ: Why Are My UIParticles Not Displayed Correctly? + +If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points: + +- [Shader Limitation](#shader-limitation) + - `UIParticle` does not support all built-in shaders except for `UI/Default`. + - Most cases can be solved by using `UI/Additive` or `UI/Default`. +- Particles are not masked + - `UIParticle` is maskable. + - Set `Mask` or `RectMask2D` component properly. + - [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such + as `UI/Additive` or `UI/Default`) +- Particles are too small + - If particles are small enough, they will not appear on the screen. + - Increase the `Scale` value. + - If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option. +- Particles are too many + - No more than 65535 vertices can be displayed (for mesh combination limitations). + - Please set `Emission` module and `Max Particles` of ParticleSystem properly. +- Particles are emitted off-screen. + - When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from + the screen point of the ParticleSystem. + - Place the ParticleSystem in the proper position or try `Position Mode = Absolute`. +- Attaching `UIParticle` to the same object as `ParticleSystem` + - `Transform.localScale` will be overridden by the `Auto Scaling` option. + - It is recommended to place `ParticleSystem` under `UIParticle`. +- If `Transform.localScale` contains 0, rendering will be skipped. +- Displayed particles are in the correct position but too large/too small + - Adjust `ParticleSystem.renderer.Min/MaxParticleSize`. + +
+ +### Shader Limitation + +The use of UI shaders is recommended. + +- If you need a simple Additive shader, use the `UI/Additive` shader instead. +- If you need a simple alpha-blend shader, use the `UI/Default` shader instead. +- If your custom shader does not work properly with UIParticle, consider creating a custom UI shader. + +#### Built-in shaders are not supported + +`UIParticle` does not support all built-in shaders except for `UI/Default`. +If their use is detected, an error is displayed in the inspector. +Use UI shaders instead. + +#### (Unity 2018 or 2019) UV.zw components will be discarded + +UIParticleRenderer renders the particles based on UIVertex. +Therefore, only the xy components are available for each UV in the shader. (zw components will be discarded). +So unfortunately, UIParticles will not work well with some shaders. + +#### (Unity 2018 or 2019) Custom vertex streams + +When using custom vertex streams, you can fill zw components with "unnecessary" data. +Refer to [this issue](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191) for more information. + +
+ +### Overheads + +UIParticle has some overheads, and the batching depends on uGUI. +When improving performance, keep the following in mind: + +- If you are displaying a large number of the same effect, consider the `Mesh Sharing` feature in + the [UIParticle Component](#uiparticle-component). + - If you don't like the uniform output, consider the `Random Group` feature. + ![](https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif) +- If you are using multiple materials, you will have more draw calls. + - Consider a single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module + in the ParticleSystem. + +### How to Make a Custom Shader to Support Mask/RectMask2D Component + +
+Shader tips + +```ShaderLab +Shader "Your/Custom/Shader" +{ + Properties + { + // ... + // #### required for Mask #### + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + // ... + } + + // #### required for Mask #### + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + ColorMask [_ColorMask] + // ... + + Pass + { + // ... + // #### required for RectMask2D #### + #include "UnityUI.cginc" + #pragma multi_compile __ UNITY_UI_CLIP_RECT + float4 _ClipRect; + + // #### required for Mask #### + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + // ... + }; + + struct v2f + { + // ... + // #### required for RectMask2D #### + float4 worldPosition : TEXCOORD1; + }; + + v2f vert(appdata_t v) + { + v2f OUT; + // ... + // #### required for RectMask2D #### + OUT.worldPosition = v.vertex; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + // ... + // #### required for RectMask2D #### + #ifdef UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + // #### required for Mask #### + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} +``` + +
+ +

+ +## ๐Ÿค Contributing + +### Issues + +Issues are incredibly valuable to this project: + +- Ideas provide a valuable source of contributions that others can make. +- Problems help identify areas where this project needs improvement. +- Questions indicate where contributors can enhance the user experience. + +### Pull Requests + +Pull requests offer a fantastic way to contribute your ideas to this repository. +Please refer to [CONTRIBUTING.md](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CONTRIBUTING.md) +and [develop branch](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/develop) for guidelines. + +### Support + +This is an open-source project developed during my spare time. +If you appreciate it, consider supporting me. +Your support allows me to dedicate more time to development. ๐Ÿ˜Š + +[![](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?) +[![](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship) + +

+ +## License + +* MIT + +## Author + +* ![](https://user-images.githubusercontent.com/12690315/96986908-434a0b80-155d-11eb-8275-85138ab90afa.png) [mob-sakai](https://github.com/mob-sakai) [![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) ![GitHub followers](https://img.shields.io/github/followers/mob-sakai?style=social) + +## See Also + +* GitHub page : https://github.com/mob-sakai/ParticleEffectForUGUI +* Releases : https://github.com/mob-sakai/ParticleEffectForUGUI/releases +* Issue tracker : https://github.com/mob-sakai/ParticleEffectForUGUI/issues +* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CHANGELOG.md diff --git a/README.md.meta b/Packages/src/README.md.meta similarity index 100% rename from README.md.meta rename to Packages/src/README.md.meta diff --git a/Runtime.meta b/Packages/src/Runtime.meta similarity index 100% rename from Runtime.meta rename to Packages/src/Runtime.meta diff --git a/Runtime/AnimatableProperty.cs b/Packages/src/Runtime/AnimatableProperty.cs similarity index 100% rename from Runtime/AnimatableProperty.cs rename to Packages/src/Runtime/AnimatableProperty.cs diff --git a/Runtime/AnimatableProperty.cs.meta b/Packages/src/Runtime/AnimatableProperty.cs.meta similarity index 100% rename from Runtime/AnimatableProperty.cs.meta rename to Packages/src/Runtime/AnimatableProperty.cs.meta diff --git a/Runtime/Coffee.UIParticle.asmdef b/Packages/src/Runtime/Coffee.UIParticle.asmdef similarity index 100% rename from Runtime/Coffee.UIParticle.asmdef rename to Packages/src/Runtime/Coffee.UIParticle.asmdef diff --git a/Runtime/Coffee.UIParticle.asmdef.meta b/Packages/src/Runtime/Coffee.UIParticle.asmdef.meta similarity index 100% rename from Runtime/Coffee.UIParticle.asmdef.meta rename to Packages/src/Runtime/Coffee.UIParticle.asmdef.meta diff --git a/Runtime/ModifiedMaterial.cs b/Packages/src/Runtime/ModifiedMaterial.cs similarity index 100% rename from Runtime/ModifiedMaterial.cs rename to Packages/src/Runtime/ModifiedMaterial.cs diff --git a/Runtime/ModifiedMaterial.cs.meta b/Packages/src/Runtime/ModifiedMaterial.cs.meta similarity index 100% rename from Runtime/ModifiedMaterial.cs.meta rename to Packages/src/Runtime/ModifiedMaterial.cs.meta diff --git a/Runtime/UIParticle.cs b/Packages/src/Runtime/UIParticle.cs similarity index 100% rename from Runtime/UIParticle.cs rename to Packages/src/Runtime/UIParticle.cs diff --git a/Runtime/UIParticle.cs.meta b/Packages/src/Runtime/UIParticle.cs.meta similarity index 100% rename from Runtime/UIParticle.cs.meta rename to Packages/src/Runtime/UIParticle.cs.meta diff --git a/Runtime/UIParticleAttractor.cs b/Packages/src/Runtime/UIParticleAttractor.cs similarity index 96% rename from Runtime/UIParticleAttractor.cs rename to Packages/src/Runtime/UIParticleAttractor.cs index 56c9e7e..651269f 100644 --- a/Runtime/UIParticleAttractor.cs +++ b/Packages/src/Runtime/UIParticleAttractor.cs @@ -45,6 +45,9 @@ namespace Coffee.UIExtensions [SerializeField] private UnityEvent m_OnAttracted; + [SerializeField] + private bool m_KillParticlesOnAttract = true; + private UIParticle _uiParticle; public float destinationRadius @@ -134,8 +137,11 @@ namespace Coffee.UIExtensions var p = particles[i]; if (0f < p.remainingLifetime && Vector3.Distance(p.position, dstPos) < m_DestinationRadius) { - p.remainingLifetime = 0f; - particles[i] = p; + if (m_KillParticlesOnAttract) + { + p.remainingLifetime = 0f; + particles[i] = p; + } if (m_OnAttracted != null) { diff --git a/Runtime/UIParticleAttractor.cs.meta b/Packages/src/Runtime/UIParticleAttractor.cs.meta similarity index 100% rename from Runtime/UIParticleAttractor.cs.meta rename to Packages/src/Runtime/UIParticleAttractor.cs.meta diff --git a/Runtime/UIParticleRenderer.cs b/Packages/src/Runtime/UIParticleRenderer.cs similarity index 100% rename from Runtime/UIParticleRenderer.cs rename to 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b/ProjectSettings/XRSettings.asset new file mode 100644 index 0000000..482590c --- /dev/null +++ b/ProjectSettings/XRSettings.asset @@ -0,0 +1,10 @@ +{ + "m_SettingKeys": [ + "VR Device Disabled", + "VR Device User Alert" + ], + "m_SettingValues": [ + "False", + "False" + ] +} \ No newline at end of file diff --git a/ProjectSettings/boot.config b/ProjectSettings/boot.config new file mode 100644 index 0000000..e69de29 diff --git a/README.md b/README.md index cfaae1a..ef76d6f 100644 --- a/README.md +++ b/README.md @@ -1,483 +1,47 @@ -# Particle Effect For UGUI (UI Particle) +# ๐Ÿ›  Package Development -This package provides a component to render particle effects for uGUI in Unity 2018.2 or later. -The particle rendering is maskable and sortable, without the need for an extra Camera, RenderTexture, or Canvas. +**NOTE: This branch is for development purposes only.** -[![](https://img.shields.io/npm/v/com.coffee.ui-particle?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.coffee.ui-particle/) -[![](https://img.shields.io/github/v/release/mob-sakai/ParticleEffectForUGUI?include_prereleases)](https://github.com/mob-sakai/ParticleEffectForUGUI/releases) -[![](https://img.shields.io/github/license/mob-sakai/ParticleEffectForUGUI.svg)](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/LICENSE.txt) -![](https://img.shields.io/badge/Unity-2018.2+-57b9d3.svg?style=flat&logo=unity) -![](https://github.com/mob-sakai/ParticleEffectForUGUI/actions/workflows/test.yml/badge.svg?branch=develop) -[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-orange.svg)](http://makeapullrequest.com) -[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) +## Develop the Package with the `develop` Branch -<< [๐Ÿ“ Description](#-description) | [๐ŸŽฎ Demo](#-demo) | [โš™ Installation](#-installation) | [๐Ÿš€ Usage](#-usage) | [๐Ÿ›  Development Note](#-development-note) | [๐Ÿค Contributing](#-contributing) >> +1. Fork the repository. +2. Clone the repository. +3. Checkout `develop` branch. +4. Develop the package. +5. Test the package with the test runner (`Window > Generals > Test Runner`). +6. Commit with a message based + on [Angular Commit Message Conventions](https://gist.github.com/stephenparish/9941e89d80e2bc58a153) as follows: -

+ - `fix:` fix a bug + - `feat:` new feature + - `docs:` changes only in documentation + - `style:` changes only in formatting, white-space, etc + - `refactor:` changes only in code structure (extract method, rename variable, move method, etc) + - `perf:` changes only in code performance + - `test:` add or update tests + - `chore:` changes to the build process or auxiliary tools and libraries such as documentation generation -## ๐Ÿ“ Description +7. Create a pull request on GitHub. Fill out the description, link any related issues and submit your pull request. -![](https://user-images.githubusercontent.com/12690315/41771577-8da4b968-7650-11e8-9524-cd162c422d9d.gif) +For details, refer to [CONTRIBUTING](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CONTRIBUTING.md) +and [CODE_OF_CONDUCT](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CODE_OF_CONDUCT.md). -This package utilizes the new APIs `MeshBake/MashTrailBake` (introduced with Unity 2018.2) to render particles through -CanvasRenderer. -You can render, mask, and sort your ParticleSystems for UI without the necessity of an additional Camera, RenderTexture, -or Canvas. +## How to Release This Package -### Features +When you push to the `preview`, `release`, or `v4.x` branch, this package is automatically released by GitHub Action. -* Easy to use: The package is ready to use out of the box. -* Sort particle effects and other UI by sibling index. -* No extra Camera, RenderTexture, or Canvas required. -* Masking options for Mask or RectMask2D. -* Support for the Trail module. -* Support for CanvasGroup alpha. -* No allocations needed to render particles. -* Compatibility with overlay, camera space, and world space. -* Support for Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP). -* Support for disabling `Enter Play Mode Options > Reload Domain`. -* Support for changing material property with AnimationClip (AnimatableProperty). - ![AnimatableProperty.gif][AnimatableProperty.gif] -* [4.0.0+] Support for 8+ materials. -* [4.0.0+] Correct world space particle position adjustment when changing window size for standalone platforms (Windows, - MacOSX, and Linux). -* [4.0.0+] Adaptive scaling for UI. -* [4.0.0+] Mesh sharing group to improve performance. - ![MeshSharing.gif][MeshSharing.gif] -* [4.0.0+] Particle attractor component. - ![ParticleAttractor.gif][ParticleAttractor.gif] -* [4.1.0+] Relative/Absolute particle position mode. - ![AbsolutePosition.gif][AbsolutePosition.gif] +[Semantic Release](https://semantic-release.gitbook.io/semantic-release/) is used for automatic release. -[AnimatableProperty.gif]: https://user-images.githubusercontent.com/12690315/53286323-2d94a980-37b0-11e9-8afb-c4a207805ff2.gif +- Update the version in `package.json`. +- Update `CHANGELOG.md`. +- Commit documents and push. +- Update and tag the UPM branch. +- Release on GitHub. +- ~~Publish npm registry~~ -[MeshSharing.gif]: https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif +Alternatively, you can release it manually with the following command: -[ParticleAttractor.gif]: https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif - -[AbsolutePosition.gif]: https://user-images.githubusercontent.com/12690315/175751579-5a2357e8-2ecf-4afd-83c8-66e9771bde39.gif - -

- -## ๐ŸŽฎ Demo - -* [WebGL Demo](https://mob-sakai.github.io/demos/UIParticle_Demo/index.html) - -> ![](https://user-images.githubusercontent.com/12690315/174311768-1843a5f2-f776-491b-aaa8-2a131a8b6a16.gif) - -* [WebGL Demo (Cartoon FX & War FX)](https://mob-sakai.github.io/Demos/ParticleEffectForUGUI_CFX) - * [Cartoon FX Free][CFX] & [War FX][WFX] (by [Jean Moreno (JMO)][JMO]) with UIParticle - -> ![](https://user-images.githubusercontent.com/12690315/91664766-3e07ac00-eb2c-11ea-978b-ef723be80619.gif) - -[CFX]: https://assetstore.unity.com/packages/vfx/particles/cartoon-fx-free-109565 - -[WFX]: https://assetstore.unity.com/packages/vfx/particles/war-fx-5669 - -[JMO]: https://assetstore.unity.com/publishers/1669 - - -

- -## โš™ Installation - -_This package requires Unity 2018.3 or later._ - -#### Install via OpenUPM - -This package is available on [OpenUPM](https://openupm.com) package registry. -This is the preferred method of installation, as you can easily receive updates as they're released. - -If you have [openupm-cli](https://github.com/openupm/openupm-cli) installed, then run the following command in your -project's directory: - -```sh -openupm add com.coffee.ui-particle -``` - -#### Install via UPM (using Git URL) - -Navigate to your project's Packages folder and open the `manifest.json` file. Then add this package somewhere in -the `dependencies` block: - -```json -{ - "dependencies": { - "com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git", - ... - } -} -``` - -To update the package, change suffix `#{version}` to the target version. - -* e.g. `"com.coffee.ui-particle": "https://github.com/mob-sakai/ParticleEffectForUGUI.git#4.6.0",` - -Or, use [UpmGitExtension](https://github.com/mob-sakai/UpmGitExtension) to install and update the package. - -

- -## ๐Ÿš€ Usage - -### UIParticle Component - -`UIParticle` controls the ParticleSystems that are attached to its own game objects and child game objects. - -![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/3559df45-63e7-4c4c-9233-f455779efa29) - -- **Maskable**: Does this graphic allow masking. -- **Scale**: Scale the rendering. When the `3D` toggle is enabled, 3D scale (x, y, z) is supported. -- **Animatable Properties**: If you want to update material properties (e.g., `_MainTex_ST`, `_Color`) in AnimationClip, - use this to mark the changes. -- **Mesh Sharing**: Particle simulation results are shared within the same group. A large number of the same effects can - be displayed with a small load. When the `Random` toggle is enabled, it will be grouped randomly. -- **Position Mode**: Emission position mode. - - **Absolute:** Emit from the world position of the `ParticleSystem`. - - **Relative:** Emit from the scaled position of the `ParticleSystem`. -- **Auto Scaling**: `Transform.lossyScale` (=world scale) will be set to `(1, 1, 1)` on update. It prevents the - root-Canvas scale from affecting the hierarchy-scaled `ParticleSystem`. -- **Rendering Order**: The ParticleSystem list to be rendered. You can change the order and the materials. - -**NOTE:** Press the `Refresh` button to reconstruct the rendering order based on children ParticleSystem's sorting order -and z-position. - -

- -#### Basic Usage - -1. Select `GameObject/UI/ParticleSystem` to create UIParticle with a ParticleSystem. - ![particle](https://user-images.githubusercontent.com/12690315/95007361-cad0e880-0649-11eb-8835-f145d62c5977.png) -2. Adjust the ParticleSystem as you like. - ![particle1](https://user-images.githubusercontent.com/12690315/95007359-ca385200-0649-11eb-8383-627c9750bda8.png) - -
- -#### With Your Existing ParticleSystem Prefab - -1. Select `GameObject/UI/ParticleSystem (Empty)` to create UIParticle. - ![empty](https://user-images.githubusercontent.com/12690315/95007362-cb697f00-0649-11eb-8a09-29b0a13791e4.png) -2. Drag and drop your ParticleSystem prefab onto UIParticle. - ![particle3](https://user-images.githubusercontent.com/12690315/95007356-c6a4cb00-0649-11eb-9316-562f4bce3f31.png) - -
- -#### With `Mask` or `RectMask2D` Component - -If you want to mask particles, set a stencil-supported shader (such as `UI/UIAdditive`) to the material for -ParticleSystem. -If you use some custom shaders, see -the [How to Make a Custom Shader to Support Mask/RectMask2D Component](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) -section. - -![](https://user-images.githubusercontent.com/12690315/95017591-3b512700-0695-11eb-864e-04166ea1809a.png) - -

- -### Script usage - -```cs -// Instant ParticleSystem prefab with UIParticle on runtime. -var go = GameObject.Instantiate(prefab); -var uiParticle = go.AddComponent(); - -// Control by ParticleSystem. -particleSystem.Play(); -particleSystem.Emit(10); - -// Control by UIParticle. -uiParticle.Play(); -uiParticle.Stop(); -``` - -

- -### UIParticleAttractor component - -`UIParticleAttractor` attracts particles generated by the specified ParticleSystem. - -![](https://github.com/mob-sakai/ParticleEffectForUGUI/assets/12690315/ea6ae0ed-f9a8-437c-8baa-47526303391e) -![](https://user-images.githubusercontent.com/12690315/174311027-462929a4-13f0-4ec4-86ea-9c832f2eecf1.gif) - -- **Particle System**: Attracts particles generated by the specified particle system. -- **Destination Radius**: Once the particle is within the radius, the particle lifetime will become 0, and `OnAttracted` - will be called. -- **Delay Rate**: Delay to start attracting. It is a percentage of the particle's start lifetime. -- **Max Speed**: Maximum speed of attracting. If this value is too small, attracting may not be completed by the end of - the lifetime, and `OnAttracted` may not be called. -- **Movement**: Attracting movement type. (`Linear`, `Smooth`, `Sphere`) -- **Update Mode**: Update mode. - - **Normal:** Update with scaled delta time. - - **Unscaled Time:** Update with unscaled delta time. -- **OnAttracted**: An event called when attracting is complete (per particle). - -

- -## ๐Ÿ›  Development Note - -### Compares the Baking mesh approach with the conventional approach - -- **Baking mesh approach (=UIParticle)** - ![](https://user-images.githubusercontent.com/12690315/41765089-0302b9a2-763e-11e8-88b3-b6ffa306bbb0.gif) - - โœ… Rendered as is. - - โœ… Maskable. - - โœ… Sortable. - - โœ… Less objects. - -- **Do nothing (=Plain ParticleSystem)** - ![](https://user-images.githubusercontent.com/12690315/41765090-0329828a-763e-11e8-8d8a-f1d269ea3bc7.gif) - - โœ… Rendered as is. - - โŒ Looks like a glitch. - - โŒ Not maskable. - - โŒ Not sortable. - -- **Convert particle to UIVertex (=[UIParticleSystem][UIParticleSystem])** - ![](https://user-images.githubusercontent.com/12690315/41765088-02deb9c6-763e-11e8-98d0-9e0c1766ef39.gif) - - โœ… Maskable. - - โœ… Sortable. - - โŒ Adjustment is difficult. - - โŒ Requires UI shaders. - - โŒ Difficult to adjust scale. - - โŒ Force hierarchy scalling. - - โŒ Simulation results are incorrect. - - โŒ Trail, rotation of transform, time scaling are not supported. - - โŒ Generate heavy GC every frame. - -- **Use Canvas to sort (Sorting By Canvas )** - ![](https://user-images.githubusercontent.com/12690315/41765087-02b866ea-763e-11e8-8c33-081c9ad852f8.gif) - - โœ… Rendered as is. - - โœ… Sortable. - - โŒ You must to manage sorting orders. - - โŒ Not maskable. - - โŒ More batches. - - โŒ Requires Canvas. - -- **Use RenderTexture** - ![](https://user-images.githubusercontent.com/12690315/41765085-0291b3e2-763e-11e8-827b-72e5ee9bc556.gif) - - โœ… Maskable. - - โœ… Sortable. - - โŒ Requires Camera and RenderTexture. - - โŒ Difficult to adjust position and size. - - โŒ Quality depends on the RenderTexture's setting. - -[UIParticleSystem]: https://forum.unity.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/ - -#### [Performance test results](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/193#issuecomment-1160028374) - -| Approach | FPS on Editor | FPS on iPhone6 | FPS on Xperia XZ | -|-----------------------------|---------------|----------------|------------------| -| Particle System | 43 | 57 | 22 | -| UIParticleSystem | 4 | 3 | 0 (unmeasurable) | -| Sorting By Canvas | 43 | 44 | 18 | -| UIParticle | 17 | 12 | 4 | -| UIParticle with MeshSharing | 44 | 45 | 30 | - -### ๐Ÿ” FAQ: Why Are My UIParticles Not Displayed Correctly? - -If `ParticleSystem` alone displays particles correctly but `UIParticle` does not, please check the following points: - -- [Shader Limitation](#shader-limitation) - - `UIParticle` does not support all built-in shaders except for `UI/Default`. - - Most cases can be solved by using `UI/Additive` or `UI/Default`. -- Particles are not masked - - `UIParticle` is maskable. - - Set `Mask` or `RectMask2D` component properly. - - [Use maskable/clipable shader](#how-to-make-a-custom-shader-to-support-maskrectmask2d-component) (such - as `UI/Additive` or `UI/Default`) -- Particles are too small - - If particles are small enough, they will not appear on the screen. - - Increase the `Scale` value. - - If you don't want to change the apparent size depending on the resolution, try the `Auto Scaling` option. -- Particles are too many - - No more than 65535 vertices can be displayed (for mesh combination limitations). - - Please set `Emission` module and `Max Particles` of ParticleSystem properly. -- Particles are emitted off-screen. - - When `Position Mode = Relative`, particles are emitted from the scaled position of the ParticleSystem, not from - the screen point of the ParticleSystem. - - Place the ParticleSystem in the proper position or try `Position Mode = Absolute`. -- Attaching `UIParticle` to the same object as `ParticleSystem` - - `Transform.localScale` will be overridden by the `Auto Scaling` option. - - It is recommended to place `ParticleSystem` under `UIParticle`. -- If `Transform.localScale` contains 0, rendering will be skipped. -- Displayed particles are in the correct position but too large/too small - - Adjust `ParticleSystem.renderer.Min/MaxParticleSize`. - -
- -### Shader Limitation - -The use of UI shaders is recommended. - -- If you need a simple Additive shader, use the `UI/Additive` shader instead. -- If you need a simple alpha-blend shader, use the `UI/Default` shader instead. -- If your custom shader does not work properly with UIParticle, consider creating a custom UI shader. - -#### Built-in shaders are not supported - -`UIParticle` does not support all built-in shaders except for `UI/Default`. -If their use is detected, an error is displayed in the inspector. -Use UI shaders instead. - -#### (Unity 2018 or 2019) UV.zw components will be discarded - -UIParticleRenderer renders the particles based on UIVertex. -Therefore, only the xy components are available for each UV in the shader. (zw components will be discarded). -So unfortunately, UIParticles will not work well with some shaders. - -#### (Unity 2018 or 2019) Custom vertex streams - -When using custom vertex streams, you can fill zw components with "unnecessary" data. -Refer to [this issue](https://github.com/mob-sakai/ParticleEffectForUGUI/issues/191) for more information. - -
- -### Overheads - -UIParticle has some overheads, and the batching depends on uGUI. -When improving performance, keep the following in mind: - -- If you are displaying a large number of the same effect, consider the `Mesh Sharing` feature in - the [UIParticle Component](#uiparticle-component). - - If you don't like the uniform output, consider the `Random Group` feature. - ![](https://user-images.githubusercontent.com/12690315/174311048-c882df81-6c34-4eba-b0aa-5645457692f1.gif) -- If you are using multiple materials, you will have more draw calls. - - Consider a single material, atlasing the sprites, and using `Sprite` mode in the `Texture Sheet Animation` module - in the ParticleSystem. - -### How to Make a Custom Shader to Support Mask/RectMask2D Component - -
-Shader tips - -```ShaderLab -Shader "Your/Custom/Shader" -{ - Properties - { - // ... - // #### required for Mask #### - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - _ColorMask ("Color Mask", Float) = 15 - [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - } - - SubShader - { - Tags - { - // ... - } - - // #### required for Mask #### - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - ColorMask [_ColorMask] - // ... - - Pass - { - // ... - // #### required for RectMask2D #### - #include "UnityUI.cginc" - #pragma multi_compile __ UNITY_UI_CLIP_RECT - float4 _ClipRect; - - // #### required for Mask #### - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - struct appdata_t - { - // ... - }; - - struct v2f - { - // ... - // #### required for RectMask2D #### - float4 worldPosition : TEXCOORD1; - }; - - v2f vert(appdata_t v) - { - v2f OUT; - // ... - // #### required for RectMask2D #### - OUT.worldPosition = v.vertex; - return OUT; - } - - fixed4 frag(v2f IN) : SV_Target - { - // ... - // #### required for RectMask2D #### - #ifdef UNITY_UI_CLIP_RECT - color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); - #endif - - // #### required for Mask #### - #ifdef UNITY_UI_ALPHACLIP - clip (color.a - 0.001); - #endif - - return color; - } - ENDCG - } - } -} -``` - -
- -

- -## ๐Ÿค Contributing - -### Issues - -Issues are incredibly valuable to this project: - -- Ideas provide a valuable source of contributions that others can make. -- Problems help identify areas where this project needs improvement. -- Questions indicate where contributors can enhance the user experience. - -### Pull Requests - -Pull requests offer a fantastic way to contribute your ideas to this repository. -Please refer to [CONTRIBUTING.md](https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CONTRIBUTING.md) -and [develop branch](https://github.com/mob-sakai/ParticleEffectForUGUI/tree/develop) for guidelines. - -### Support - -This is an open-source project developed during my spare time. -If you appreciate it, consider supporting me. -Your support allows me to dedicate more time to development. ๐Ÿ˜Š - -[![](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?) -[![](https://user-images.githubusercontent.com/12690315/66942881-03686280-f085-11e9-9586-fc0b6011029f.png)](https://github.com/users/mob-sakai/sponsorship) - -

- -## License - -* MIT - -## Author - -* ![](https://user-images.githubusercontent.com/12690315/96986908-434a0b80-155d-11eb-8275-85138ab90afa.png) [mob-sakai](https://github.com/mob-sakai) [![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) ![GitHub followers](https://img.shields.io/github/followers/mob-sakai?style=social) - -## See Also - -* GitHub page : https://github.com/mob-sakai/ParticleEffectForUGUI -* Releases : https://github.com/mob-sakai/ParticleEffectForUGUI/releases -* Issue tracker : https://github.com/mob-sakai/ParticleEffectForUGUI/issues -* Change log : https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/CHANGELOG.md +```bash +$ cd Packages/src +$ npm run release -- --no-ci +``` \ No newline at end of file