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/*
* Legacy Particle System Updater
* A tool that can be used to convert Legacy Particle Systems into new Particle System Components.
* https://forum.unity.com/threads/release-legacy-particle-system-updater.510879/
*
* v1.0
* Initial release
*
* v1.1
* Fixed incorrect billboard mode
* Added Undo support
* Fixed emission using Min and Max state when Min and Max values were the same.
* Fixed emission when using one shot, should be Burst.
* Added support for sizeGrow.
*
* v1.2
* Fixed incorrect shape when Ellipsoid emitter is (0,0,0).
* Fixed emitterVelocityScale being used incorrectly. It should be inherit velocity.
* Fixed velocity dampening. We need to apply this to the velocity curve.
* Set duration to be max lifetime.
* Fixed particles using transform scale. Legacy did not support this.
* Fixed size grow. grow is not linear, we also did not handle min and max times.
*
* v1.3
* Fixed compilation issues on 2017.1
* Warning added for Unity version 2018.3 and newer. Legacy particles will be removed in 2018.3.
*
* v1.4
* Fixed incorrect version detection and information in help message.
*
* v1.5
* Added compilation message for 2018.3+ to inform that this script is not supported.
*
* v1.6
* Fixed random force calculation when linear force was not zero.
*/
#pragma warning disable 618
#if UNITY_2018_3_OR_NEWER
#error "This script(LegacyParticleUpdater) is not supported in this version, please use a Unity version between 2017.4 and 2018.2.
#else
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LegacyParticleUpdater : ScriptableWizard
{
const string kVersion = "1.5";
public enum LegacyCleanupMode
{
PreserveLegacyComponents,
DisableLegacyRenderer,
DeleteLegacyComponents
};
enum LegacyParticleRenderMode
{
Billboard = 0,
Stretch2D = 1,
Stretch3D = 3,
SortedBillboard = 2,
BillboardFixedHorizontal = 4,
BillboardFixedVertical = 5,
};
public LegacyCleanupMode cleanupMode = LegacyCleanupMode.DisableLegacyRenderer;
private ParticleEmitter[] components;
private ParticleEmitter[] prefabs;
[MenuItem("Assets/Upgrade Legacy Particles")]
public static void ShowWindow()
{
ScriptableWizard.DisplayWizard<LegacyParticleUpdater>("Upgrade Legacy Particles v" + kVersion, "Upgrade Selected", "Upgrade Everything");
}
void OnWizardUpdate()
{
helpString = @"This Script adds ParticleSystem and ParticleSystemRenderer Components to all GameObjects that contain Legacy Particle Components.
Legacy Particle System Components can be deleted, disabled, or preserved for comparison.
This script supports Unity versions between 2017.4 and 2018.2.";
}
// Find selected assets
void OnWizardCreate()
{
components = Selection.GetFiltered<ParticleEmitter>(SelectionMode.Unfiltered);
prefabs = null;
UpgradeAll();
}
// Find all assets
void OnWizardOtherButton()
{
List<ParticleEmitter> results = new List<ParticleEmitter>();
for (int i = 0; i < EditorSceneManager.sceneCount; i++)
{
Scene scene = EditorSceneManager.GetSceneAt(i);
GameObject[] roots = scene.GetRootGameObjects();
foreach (GameObject root in roots)
{
ParticleEmitter[] emitters = root.GetComponentsInChildren<ParticleEmitter>(true);
results.AddRange(emitters);
}
}
components = results.ToArray();
string[] prefabGUIDs = AssetDatabase.FindAssets("t:ParticleEmitter");
prefabs = new ParticleEmitter[prefabGUIDs.Length];
for (int i = 0; i < prefabGUIDs.Length; i++)
{
prefabs[i] = AssetDatabase.LoadAssetAtPath<GameObject>(AssetDatabase.GUIDToAssetPath(prefabGUIDs[i])).GetComponent<ParticleEmitter>();
}
UpgradeAll();
}
void UpgradeAll()
{
try
{
if (prefabs != null)
{
EditorUtility.DisplayProgressBar("Upgrading", "Upgrading Prefabs", 0);
for (int i = 0; i < prefabs.Length; i++)
{
Upgrade(prefabs[i]);
EditorUtility.DisplayProgressBar("Upgrading", "Upgrading Prefabs", (float)(i + 1) / prefabs.Length);
}
AssetDatabase.SaveAssets();
}
if (components != null)
{
EditorUtility.DisplayProgressBar("Upgrading", "Upgrading Objects", 0);
for (int i = 0; i < components.Length; i++)
{
Upgrade(components[i]);
EditorUtility.DisplayProgressBar("Upgrading", "Upgrading Prefabs", (float)(i + 1) / components.Length);
}
}
}
finally
{
EditorUtility.ClearProgressBar();
}
}
static ParticleSystem.MinMaxCurve ConvertToMinMaxCurve(float min, float max)
{
if (Mathf.Approximately(min, max))
return new ParticleSystem.MinMaxCurve(min);
else
return new ParticleSystem.MinMaxCurve(min, max);
}
static ParticleSystem.MinMaxCurve ApplyDampen(ParticleSystem.MinMaxCurve velocityCurve, float dampen)
{
const float step = 0.2f;
if (velocityCurve.mode == ParticleSystemCurveMode.Constant)
{
if (Mathf.Approximately(velocityCurve.constant, 0) || Mathf.Approximately(dampen, 0))
return new ParticleSystem.MinMaxCurve(0, AnimationCurve.Linear(0, 1, 1, 1));
// Create the curve shape
var animCurve = new AnimationCurve();
for (float time = 0; time <= 1.0f; time += step)
{
animCurve.AddKey(time, Mathf.Pow(dampen, time));
}
// Remove keys used to create the shape
while (animCurve.keys.Length > 2)
animCurve.RemoveKey(1);
return new ParticleSystem.MinMaxCurve(velocityCurve.constant, animCurve);
}
else
{
Debug.Assert(velocityCurve.mode == ParticleSystemCurveMode.TwoConstants);
var animCurveMin = new AnimationCurve();
var animCurveMax = new AnimationCurve();
if (Mathf.Approximately(velocityCurve.constantMin, velocityCurve.constantMax) || Mathf.Approximately(dampen, 0))
return new ParticleSystem.MinMaxCurve(0, AnimationCurve.Linear(0, 1, 1, 1), AnimationCurve.Linear(0, 1, 1, 1));
float minAbs = Math.Abs(velocityCurve.constantMin);
float maxAbs = Math.Abs(velocityCurve.constantMax);
float normalizedMin = minAbs / maxAbs;
float minSign = velocityCurve.constantMin < 0 ? -1 : 1;
float maxSign = velocityCurve.constantMax < 0 ? -1 : 1;
for (float time = 0; time <= 1.0f; time += step)
{
animCurveMin.AddKey(time, minSign * normalizedMin * Mathf.Pow(dampen, time));
animCurveMax.AddKey(time, maxSign * Mathf.Pow(dampen, time));
}
// Remove keys used to create the general shape
while (animCurveMin.keys.Length > 2)
{
animCurveMin.RemoveKey(1);
animCurveMax.RemoveKey(1);
}
return new ParticleSystem.MinMaxCurve(maxAbs, animCurveMin, animCurveMax);
}
}
static ParticleSystem.MinMaxCurve GenerateSizeGrowCurve(float sizeGrow, float minTime, float maxTime)
{
const float step = 0.2f;
if (sizeGrow > 0)
{
if (Mathf.Approximately(minTime, maxTime))
{
float finalSize = Mathf.Pow(1.0f + sizeGrow, minTime);
var animCurve = new AnimationCurve();
for (float time = 0; time <= 1.0f; time += step)
{
animCurve.AddKey(time, Mathf.Pow(1 + sizeGrow, time * maxTime) / finalSize);
}
// Remove keys used to create the shape
while (animCurve.keys.Length > 2)
animCurve.RemoveKey(1);
return new ParticleSystem.MinMaxCurve(finalSize, animCurve);
}
else
{
float finalSizeMax = Mathf.Pow(1.0f + sizeGrow, maxTime);
var animCurveMin = new AnimationCurve();
var animCurveMax = new AnimationCurve();
for (float time = 0; time <= 1.0f; time += step)
{
animCurveMin.AddKey(time, Mathf.Pow(1 + sizeGrow, time * minTime) / finalSizeMax);
animCurveMax.AddKey(time, Mathf.Pow(1 + sizeGrow, time * maxTime) / finalSizeMax);
}
while (animCurveMin.keys.Length > 2)
{
animCurveMin.RemoveKey(1);
animCurveMax.RemoveKey(1);
}
return new ParticleSystem.MinMaxCurve(finalSizeMax, animCurveMin, animCurveMax);
}
}
else
{
if (Mathf.Approximately(minTime, maxTime))
{
var animCurve = new AnimationCurve();
for (float time = 0; time <= 1.0f; time += step)
{
animCurve.AddKey(time, Mathf.Pow(-sizeGrow, time));
}
// Remove keys used to create the shape
while (animCurve.keys.Length > 2)
animCurve.RemoveKey(1);
return new ParticleSystem.MinMaxCurve(1, animCurve);
}
else
{
var animCurveMin = new AnimationCurve();
var animCurveMax = new AnimationCurve();
float minTimeOverMaxTime = minTime / maxTime;
for (float time = 0; time <= 1.0f; time += step)
{
animCurveMin.AddKey(time, Mathf.Pow(-sizeGrow, time * minTimeOverMaxTime));
animCurveMax.AddKey(time, Mathf.Pow(-sizeGrow, time));
}
while (animCurveMin.keys.Length > 2)
{
animCurveMin.RemoveKey(1);
animCurveMax.RemoveKey(1);
}
return new ParticleSystem.MinMaxCurve(1, animCurveMin, animCurveMax);
}
}
}
void Upgrade(ParticleEmitter emitter)
{
// Add component
if (emitter.GetComponent<ParticleSystem>() == null)
Undo.AddComponent<ParticleSystem>(emitter.gameObject);
else
Undo.RecordObject(emitter.GetComponent<ParticleSystem>(), "Upgrade Legacy System");
ParticleSystem ps = emitter.GetComponent<ParticleSystem>();
ParticleSystemRenderer psr = emitter.GetComponent<ParticleSystemRenderer>();
SerializedObject serializedObject = new SerializedObject(emitter);
// Upgrade
var main = ps.main;
var shape = ps.shape;
var emission = ps.emission;
var velocityOverLifetime = ps.velocityOverLifetime;
var rotationOverLifetime = ps.rotationOverLifetime;
var colorOverLifetime = ps.colorOverLifetime;
var forceOverLifetime = ps.forceOverLifetime;
var textureSheetAnimation = ps.textureSheetAnimation;
var sizeOverLifetime = ps.sizeOverLifetime;
var inheritVelocity = ps.inheritVelocity;
// Main
main.startSpeed = 0.0f;
main.maxParticles = 10000;
shape.enabled = false;
ps.playOnAwake = serializedObject.FindProperty("m_Emit").boolValue;
main.startSize = ConvertToMinMaxCurve(serializedObject.FindProperty("minSize").floatValue, serializedObject.FindProperty("maxSize").floatValue);
main.startLifetime = ConvertToMinMaxCurve(serializedObject.FindProperty("minEnergy").floatValue, serializedObject.FindProperty("maxEnergy").floatValue);
main.duration = serializedObject.FindProperty("maxEnergy").floatValue;
main.startRotation = ConvertToMinMaxCurve(0.0f, serializedObject.FindProperty("rndRotation").boolValue ? Mathf.Deg2Rad * 360.0f : 0.0f);
main.loop = true;
main.simulationSpace = serializedObject.FindProperty("Simulate in Worldspace?").boolValue ? ParticleSystemSimulationSpace.World : ParticleSystemSimulationSpace.Local;
main.scalingMode = ParticleSystemScalingMode.Shape;
// Emission
var minEmission = serializedObject.FindProperty("minEmission").floatValue;
var maxEmission = serializedObject.FindProperty("maxEmission").floatValue;
if (serializedObject.FindProperty("m_OneShot").boolValue)
{
main.loop = false;
emission.rateOverTime = 0;
#if UNITY_2017_2_OR_NEWER
emission.burstCount = 1;
#endif
ParticleSystem.Burst burst = new ParticleSystem.Burst();
burst.cycleCount = 1;
burst.cycleCount = int.MaxValue;
burst.repeatInterval = main.startLifetime.constantMax;
#if UNITY_2017_2_OR_NEWER
burst.count = ConvertToMinMaxCurve(minEmission, maxEmission);
emission.SetBurst(0, burst);
#else
burst.maxCount = (short)maxEmission;
burst.minCount = (short)minEmission;
emission.SetBursts(new[] { burst });
#endif
}
else
{
emission.rateOverTime = ConvertToMinMaxCurve(minEmission, maxEmission);
}
// Inherit velocity
float velocityScale = serializedObject.FindProperty("emitterVelocityScale").floatValue;
if (!Mathf.Approximately(velocityScale, 0.0f))
{
inheritVelocity.enabled = true;
inheritVelocity.curve = velocityScale;
}
// Velocity over lifetime
Vector3 localVelocity = serializedObject.FindProperty("localVelocity").vector3Value;
Vector3 worldVelocity = serializedObject.FindProperty("worldVelocity").vector3Value;
Vector3 randomVelocity = serializedObject.FindProperty("rndVelocity").vector3Value;
Vector3? minVel = null;
Vector3? maxVel = null;
if (localVelocity.sqrMagnitude > Mathf.Epsilon)
{
velocityOverLifetime.enabled = true;
velocityOverLifetime.space = ParticleSystemSimulationSpace.Local;
minVel = localVelocity - randomVelocity;
maxVel = localVelocity + randomVelocity;
}
else if (worldVelocity.sqrMagnitude > Mathf.Epsilon)
{
velocityOverLifetime.enabled = true;
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
minVel = worldVelocity - randomVelocity;
maxVel = worldVelocity + randomVelocity;
}
else if (randomVelocity.sqrMagnitude > Mathf.Epsilon)
{
velocityOverLifetime.enabled = true;
velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
minVel = -randomVelocity;
maxVel = randomVelocity;
}
if (minVel != null)
{
var min = minVel.Value;
var max = maxVel.Value;
if (min == max)
{
velocityOverLifetime.x = min.x;
velocityOverLifetime.y = min.y;
velocityOverLifetime.z = min.z;
}
else
{
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(min.x, max.x);
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(min.y, max.y);
velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(min.z, max.z);
}
}
// Rotation over lifetime
float angularVelocity = serializedObject.FindProperty("rndAngularVelocity").floatValue;
if (angularVelocity > Mathf.Epsilon)
{
rotationOverLifetime.enabled = true;
rotationOverLifetime.z = new ParticleSystem.MinMaxCurve(Mathf.Deg2Rad * angularVelocity, new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)));
}
// Shape
if (emitter is EllipsoidParticleEmitter)
{
Vector3 ellipsoid = serializedObject.FindProperty("m_Ellipsoid").vector3Value;
float maxDimension = Mathf.Max(ellipsoid.x, Mathf.Max(ellipsoid.y, ellipsoid.z));
if (maxDimension > 0)
{
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = maxDimension;
shape.scale = ellipsoid / maxDimension;
}
}
ParticleAnimator animator = emitter.GetComponent<ParticleAnimator>();
if (animator != null)
{
// Color over lifetime
SerializedObject serializedObjectAnimator = new SerializedObject(animator);
if (serializedObjectAnimator.FindProperty("Does Animate Color?").boolValue)
{
Gradient gradient = new Gradient();
gradient.colorKeys = new GradientColorKey[]
{
new GradientColorKey(serializedObjectAnimator.FindProperty("colorAnimation[0]").colorValue, 0.0f),
new GradientColorKey(serializedObjectAnimator.FindProperty("colorAnimation[1]").colorValue, 0.25f),
new GradientColorKey(serializedObjectAnimator.FindProperty("colorAnimation[2]").colorValue, 0.5f),
new GradientColorKey(serializedObjectAnimator.FindProperty("colorAnimation[3]").colorValue, 0.75f),
new GradientColorKey(serializedObjectAnimator.FindProperty("colorAnimation[4]").colorValue, 1.0f)
};
gradient.alphaKeys = new GradientAlphaKey[]
{
new GradientAlphaKey(serializedObjectAnimator.FindProperty("colorAnimation[0]").colorValue.a, 0.0f),
new GradientAlphaKey(serializedObjectAnimator.FindProperty("colorAnimation[1]").colorValue.a, 0.25f),
new GradientAlphaKey(serializedObjectAnimator.FindProperty("colorAnimation[2]").colorValue.a, 0.5f),
new GradientAlphaKey(serializedObjectAnimator.FindProperty("colorAnimation[3]").colorValue.a, 0.75f),
new GradientAlphaKey(serializedObjectAnimator.FindProperty("colorAnimation[4]").colorValue.a, 1.0f)
};
colorOverLifetime.enabled = true;
colorOverLifetime.color = new ParticleSystem.MinMaxGradient(gradient);
}
// Force over lifetime
Vector3 linearForce = serializedObjectAnimator.FindProperty("force").vector3Value;
Vector3 rndForce = serializedObjectAnimator.FindProperty("rndForce").vector3Value;
if (linearForce.sqrMagnitude > Mathf.Epsilon || rndForce.sqrMagnitude > Mathf.Epsilon)
{
forceOverLifetime.enabled = true;
forceOverLifetime.randomized = true;
forceOverLifetime.x = ConvertToMinMaxCurve(-rndForce.x + linearForce.x, rndForce.x + linearForce.x);
forceOverLifetime.y = ConvertToMinMaxCurve(-rndForce.y + linearForce.y, rndForce.y + linearForce.y);
forceOverLifetime.z = ConvertToMinMaxCurve(-rndForce.z + linearForce.z, rndForce.z + linearForce.z);
}
// Size over lifetime
var sizeGrow = serializedObjectAnimator.FindProperty("sizeGrow").floatValue;
if (!Mathf.Approximately(sizeGrow, 0))
{
// If energy has min and max we will then need a min and max curve
sizeOverLifetime.enabled = true;
sizeOverLifetime.size = GenerateSizeGrowCurve(sizeGrow, main.startLifetime.mode == ParticleSystemCurveMode.Constant ? main.startLifetime.constantMax : main.startLifetime.constantMin, main.startLifetime.constantMax);
}
#if UNITY_2017_2_OR_NEWER
// Stop action
if (serializedObjectAnimator.FindProperty("autodestruct").boolValue)
main.stopAction = ParticleSystemStopAction.Destroy;
#else
Debug.LogWarning("Can not replicate the autodestruct behavior in this version. Consider upgrading to 2017.2+ or writing a script to replicate this behavior.", emitter);
#endif
// Dampen
float damping = serializedObjectAnimator.FindProperty("damping").floatValue;
if (damping < 1.0f)
{
// Dampening works different in legacy. We map the dampen value across to the velocity over lifetime curve instead of using the limit velocity dampen.
velocityOverLifetime.x = ApplyDampen(velocityOverLifetime.x, damping);
velocityOverLifetime.y = ApplyDampen(velocityOverLifetime.y, damping);
velocityOverLifetime.z = ApplyDampen(velocityOverLifetime.z, damping);
}
}
// Renderer
ParticleRenderer renderer = emitter.GetComponent<ParticleRenderer>();
if (renderer != null)
{
SerializedObject serializedObjectRenderer = new SerializedObject(renderer);
var renderMode = (LegacyParticleRenderMode)serializedObjectRenderer.FindProperty("m_StretchParticles").intValue;
switch (renderMode)
{
case LegacyParticleRenderMode.Billboard:
psr.renderMode = ParticleSystemRenderMode.Billboard;
break;
case LegacyParticleRenderMode.Stretch2D:
case LegacyParticleRenderMode.Stretch3D:
psr.renderMode = ParticleSystemRenderMode.Stretch;
break;
case LegacyParticleRenderMode.SortedBillboard:
psr.renderMode = ParticleSystemRenderMode.Billboard;
psr.sortMode = ParticleSystemSortMode.Distance;
break;
case LegacyParticleRenderMode.BillboardFixedHorizontal:
psr.renderMode = ParticleSystemRenderMode.HorizontalBillboard;
break;
case LegacyParticleRenderMode.BillboardFixedVertical:
psr.renderMode = ParticleSystemRenderMode.VerticalBillboard;
break;
}
psr.cameraVelocityScale = serializedObjectRenderer.FindProperty("m_CameraVelocityScale").floatValue;
psr.lengthScale = serializedObjectRenderer.FindProperty("m_LengthScale").floatValue;
psr.velocityScale = serializedObjectRenderer.FindProperty("m_VelocityScale").floatValue;
psr.maxParticleSize = serializedObjectRenderer.FindProperty("m_MaxParticleSize").floatValue;
psr.shadowCastingMode = renderer.shadowCastingMode;
psr.receiveShadows = renderer.receiveShadows;
psr.sharedMaterial = renderer.sharedMaterial;
int xTile = serializedObjectRenderer.FindProperty("UV Animation.x Tile").intValue;
int yTile = serializedObjectRenderer.FindProperty("UV Animation.y Tile").intValue;
float cycles = serializedObjectRenderer.FindProperty("UV Animation.cycles").floatValue;
if (xTile > 1 || yTile > 1)
{
textureSheetAnimation.enabled = true;
textureSheetAnimation.numTilesX = xTile;
textureSheetAnimation.numTilesY = yTile;
textureSheetAnimation.cycleCount = (int)cycles;
}
}
// Cleanup
if (cleanupMode == LegacyCleanupMode.DeleteLegacyComponents)
{
Undo.DestroyObjectImmediate(emitter.gameObject.GetComponent<ParticleAnimator>());
Undo.DestroyObjectImmediate(emitter.gameObject.GetComponent<ParticleRenderer>());
Undo.DestroyObjectImmediate(emitter);
}
else if (cleanupMode == LegacyCleanupMode.DisableLegacyRenderer)
{
Undo.RecordObject(emitter.gameObject.GetComponent<ParticleRenderer>(), "Disable Object");
emitter.gameObject.GetComponent<ParticleRenderer>().enabled = false;
}
}
}
#endif
#pragma warning restore 618
@karljj1
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karljj1 commented Nov 4, 2020

We are releasing a tool that can be used to convert Legacy Particle Systems into new Particle System Components.

GameObjects using ParticleEmitter, ParticleAnimator, and ParticleRenderer, can use this tool to convert to using ParticleSystem and ParticleSystemRenderer Components.

Unfortunately, scripts cannot be updated automatically.

This tool is being offered because the Legacy Particle System is scheduled to be removed from Unity in the 2018 release cycle. 2018.1 begins this removal by removing all script API functionality.

To use the conversion script, simply download it and place it in your project folder inside of a folder called Editor. Next, launch the Editor, open your project, and select Assets/Upgrade Legacy Particles from the Menu. From there, you are presented with some simple options about how to proceed with the conversion.

The tool is currently a prototype - your feedback and improvements are encouraged and welcomed, in order to make it more robust. You are welcome to make modifications/fixes yourselves, and submit them to be included in the final version. We have very few example Legacy Particle Systems, and most of what we do have are contrived examples, not real world content, meaning that the tool has only had limited testing up to this point. Please use the feedback thread to let us know about any issues.

Important version Info

Due to the ongoing removal of Legacy Particles throughout recent Unity versions, the tool is not usable in all recent versions:

2017.4 and earlier: will work fully
2018.1: if your project has any scripts using Legacy Particles, they will fail to compile and the tool will be unusable.
2018.2: is the same at 2018.1
2018.3: wont work at all - Legacy Particles have been removed from this version.

Therefore, use the tool with Unity 2017.4 or older, unless you have no scripts using Legacy Particles, in which case 2018.1 and 2018.2 cannot use the tool.

Alternatively, manually fix the scripts first, and then 2018.1 and 2018.2 may use the tool.

@ammaramirBkg
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i have downloaded the zip file
there is only a script. i paste the script into the editor but nothing appears and my issue didn't solve
please guide

@karljj1
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karljj1 commented May 31, 2021

@rx1780
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rx1780 commented Jun 17, 2021

Hello
I put it in the editor folder and run it.
There is no response even if you press the upgrade everything button.
How do I specify the prefab to convert?

1

@karljj1
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karljj1 commented Jun 17, 2021

Just select the asset in the project view and then use the tool whilst it is selected

@rx1780
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rx1780 commented Jun 22, 2021

karljj1 /

It's working well now.
Thank you.

@hello-world-1
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i have downloaded the zip file there is only a script. i paste the script into the editor but nothing appears and my issue didn't solve please guide

Is now the problem solved?

@karljj1
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karljj1 commented May 30, 2022

What problem are you having? Are you using the correct version of Unity? Please read the notes https://gist.github.com/karljj1/58f16e936d13a94ae6a2f741fd271d91?permalink_comment_id=3515792#gistcomment-3515792

@Batikky
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Batikky commented Oct 11, 2022

Hello!
I've tried using the script but it still doesn't show up in the menu/assets.
I'm using 2017.4.1f1, I've also tried older versions and up to 2018.2. It only appears to me in 2021.3 but it's just the error, as expected.
Do you know what may be causing this?

@karljj1
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karljj1 commented Oct 11, 2022

Hello! I've tried using the script but it still doesn't show up in the menu/assets. I'm using 2017.4.1f1, I've also tried older versions and up to 2018.2. It only appears to me in 2021.3 but it's just the error, as expected. Do you know what may be causing this?

No sorry. There should be a menu item in 2017 "Assets/Upgrade Legacy Particles". It wont work in 2018.3 and above.

@nooralibutt
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@karljj1 how can I convert scripts? it only converts game objects. Script option is always disbaled

@karljj1
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karljj1 commented Jan 3, 2023

Unfortunately, scripts cannot be updated automatically. You will need to update the scripts yourself.

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