PopcornFX v2.18

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Managers and Static functions


The PKFxManager (PKFxManager.cs) is the singleton in charge of the interop between C# and C++.

It allow direct control of effects, attributes, samplers and general PopcornFX state.


Return typeDescription
voidProfilerEnable(bool onOff)
Used to start or stop the PopcornFX native profiling.
voidProfilerWriteReport(string path)
Writes the latest PopcornFX profiling data on disk.
Kill all existing effects. This can be used when changing scenes if you don’t want lingering effects from the previous scene.
Same thing as ResetAllEffects() except that this also completly unload the effect assets from the PopcornFX runtime.


Property typeDescriptionDefault value
Time multiplier applied to the particle update.
frameDt = Time.smoothDeltaTime * TimeMultiplier
If true, uses Time.fixedDeltaTime instead of Time.smoothDeltaTime for particle update.
frameDt = Time.fixedDeltaTime * TimeMultiplier

Code sample

Here is a simple code sample showing how to switch between a project scenes without lingering effects:

using UnityEngine;
using UnityEngine.SceneManagement;
public class ChangeLevelOnKeyPressed : MonoBehaviour
    void Update()
        // Switch to the next scene when pressing tabulation.
        if (Input.GetKeyDown(KeyCode.Tab))
            // This will kill all the existing particles in the current scene to avoid lingering effects in-between scenes.
            // Now we can load another scene:
            Scene scene = SceneManager.GetActiveScene();
            SceneManager.LoadSceneAsync((scene.buildIndex + 1) % SceneManager.sceneCountInBuildSettings);
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