UI ParticleSystem is a native Unity UI particle engine rendering all particles in a single draw call via CanvasRenderer. It integrates with RectMask2D and layout groups without RenderTexture hacks.Core ArchitectureUIParticleSystem is a native UI particle engine built directly on Unity's MaskableGraphic. Unlike Unity's built-in ParticleSystem, it renders directly inside the Canvas without requiring extra cameras or RenderTextures.It fully supports:Canvas hierarchy sortingRectMask2D and UI maskingLayout GroupsPlay Mode and Edit Mode simulationHigh Performance RenderingAll particles are rendered using a single mesh and single CanvasRenderer, allowing hundreds of particles to be drawn in one draw call. Geometry is generated dynamically through OnPopulateMesh() with no extra GameObjects or MeshRenderers.CPU SimulationParticles are simulated on the CPU using pre-allocated memory to minimize garbage collection. Each frame the system:Spawns particlesUpdates movement, gravity, rotation and scaleBlends colors using gradientsRecycles expired particles efficientlyFeaturesMultiple emission shapes (Point, Circle, Box)Multiple emission directions (Single, Cone, Hemisphere, Random360)Texture Sheet Animation (Flipbook)Lifetime & Speed animation modesParent-to-child Play/Pause/Stop propagationEditor-safe architecture with runtime-only buildsTechnical DetailsNative UI Integration: Inherits from MaskableGraphic. Fully compatible with RectMask2D, standard masking, layout groups, and Canvas sorting layers.1 Draw Call Architecture: Batches all active particles into a single CanvasRenderer mesh on the CPU, ensuring extreme optimization for Mobile and WebGL.Zero GC Overhead: Uses a pre-allocated array of lightweight structs to eliminate runtime garbage collection spikes.Workflow Tools: Features real-time in-Editor preview controls and interactive scene-view gizmos.Compatibility: Supports Unity 2020.3+ across all render pipelines (Built-in, URP, HDRP). Isolated editor scripts guarantee clean, error-free multiplatform builds.




