Since we have some folks from Unity ( @richardk ) looking through this forums I figured this would be the place to post some feedback on Unity’s particle system.
Please, keep this topic on-point, keep it professional and cut the emotional side of things to bare minimum. We all know how easy it is to give “feedback” on the Internet
So to start things off, I have some concerns on how Shuriken will fit into the new HD pipeline? I’ve read many Sebastien Legarde posts on new rendering features but I could find nothing on particle system. I would like to know what we should be expecting in terms of HD pipeline particle workflow.
Secondly, I don’t really like how Shuriken’s UI displays on two monitors. Sure, we can open separate Particle Editor window which has all emitters from within hierarchy displayed but I am missing multi-column display for a single emitter. Currently, all modules of a single emitter are displayed in one, really long column. This is fine for simple particle systems but things can be quite slow when I have to jump between top and bottom of that column. I was thinking that something in the fashion of 3ds max multi-column display would help:
Similar solution is used in Cryengine and I like it very much. In Lumberyard (which is based on CryEngine) they improved the system by bringing customizable particle system UI. You can dock each module into a different section of the UI. You can even create custom tab with modules which you use the most. https://docs.aws.amazon.com/lumberyard/latest/userguide/particle-editor-customizing.html