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How can I fade out a Particle Emitter?

Dec 10, 2012 at 4:11 PM

Hi all,

I'm trying to create an 'explosion' with the particle system.
I've added <FadeController /> but this one applies to one 'particle' and not the emitter.

It now looks very static, because I use Scene.remove after a few seconds but all the particles are gone at that moment.
How can I fade out all the particles before they are removed?


Dec 10, 2012 at 5:16 PM

It will fade in and out the particles.

<!-- Fade controller makes each particle fades in and out.  -->
<FadeController />

In code:

var Particle = scene.FindName<ParticleEffect>("Snowball");
Particle.Controllers.Add(new FadeController());

Dec 10, 2012 at 7:35 PM

I'm using the <FadeController />, but it's not working they way I want it.

How can I stop an emitter? 

Dec 10, 2012 at 11:56 PM
Edited Dec 11, 2012 at 8:59 AM
A walk around: setting the Lifetime property of the emitter to zero, the particle system will be removed when all the remaining particles fades out.
Dec 11, 2012 at 8:49 AM

Alright thanks!

I will look into that.