Note this is not about adding dark mode support to the UI as that's been there since v1.0. It is about content that can be aware of dark mode.
Supporting something that sense dark vs light mode could be very appealing to developers using Purrticles for exporting code for CAEmitter, to use in their app UI, rather than a game. See #2
Depending on how you are coloring your particles, eg: using color ranges as in the Confetti samples, or setting the single particleColor, this requires some or all of
- a way to specify alternative color sets (this is built into Touchgram core, but not yet visible in the Touchgram editor)
- different values for things like particleColorRedRange
- different textures, if the visible color of particles comes from the image used for the texture
- different values for alpha or alphaSequence
Note that designing for Dark mode can be quite complicated, getting usable colors. We experienced that early with Touchgram.
Note this is not about adding dark mode support to the UI as that's been there since v1.0. It is about content that can be aware of dark mode.
Supporting something that sense dark vs light mode could be very appealing to developers using Purrticles for exporting code for CAEmitter, to use in their app UI, rather than a game. See #2
Depending on how you are coloring your particles, eg: using color ranges as in the Confetti samples, or setting the single particleColor, this requires some or all of
Note that designing for Dark mode can be quite complicated, getting usable colors. We experienced that early with Touchgram.