Script interface for particle systems (Shuriken).
Shuriken is a powerful and versatile particle system component.
General parameters
The Particle System's general parameters are kept inside a special Main module. These parameters are visible in the Inspector above all the other modules:
In script, these parameters are accessible through ParticleSystem.main.
Module effect multipliers
Every module has special multiplier properties that allow you to change the overall effect of a curve without having to edit the curve itself. These multiplier properties are all named after the curve they affect - for instance ParticleSystem.emission.rateMultiplier controls the overall effect of ParticleSystem.emission.rate in a given system.
Constant value shorthand
Parameters support a shorthand notation for simple constant values. To set a constant value for a parameter, all you need to do is assign a number to it. It is not necessary to create a MinMaxCurve or MinMaxGradient object in the ParticleSystemCurveMode.Constant mode.
For example, instead of:
ParticleSystem.emission.rate = new ParticleSystem.MinMaxCurve(5.0f);
write:
ParticleSystem.emission.rate = 5.0f;
Performance note: When setting properties on particle modules, the settings are passed immediately into native code. This gives the best performance. This means that setting properties on a module struct doesn't set something in script that requires setting back to the particle system; it all happens automatically.
See Also: Particle.
collision | Access the particle system collision module. |
colorBySpeed | Access the particle system color by lifetime module. |
colorOverLifetime | Access the particle system color over lifetime module. |
customData | Access the particle system Custom Data module. |
emission | Access the particle system emission module. |
externalForces | Access the particle system external forces module. |
forceOverLifetime | Access the particle system force over lifetime module. |
inheritVelocity | Access the particle system velocity inheritance module. |
isEmitting | Is the particle system currently emitting particles? A particle system may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using Stop with the StopEmitting flag. Resume emitting by calling Play. |
isPaused | Is the particle system paused right now ? |
isPlaying | Is the particle system playing right now ? |
isStopped | Is the particle system stopped right now ? |
lights | Access the particle system lights module. |
limitVelocityOverLifetime | Access the particle system limit velocity over lifetime module. |
main | Access the main particle system settings. |
noise | Access the particle system noise module. |
particleCount | The current number of particles (Read Only). |
randomSeed | Override the random seed used for the particle system emission. |
rotationBySpeed | Access the particle system rotation by speed module. |
rotationOverLifetime | Access the particle system rotation over lifetime module. |
shape | Access the particle system shape module. |
sizeBySpeed | Access the particle system size by speed module. |
sizeOverLifetime | Access the particle system size over lifetime module. |
subEmitters | Access the particle system sub emitters module. |
textureSheetAnimation | Access the particle system texture sheet animation module. |
time | Playback position in seconds. |
trails | Access the particle system trails module. |
trigger | Access the particle system trigger module. |
useAutoRandomSeed | Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. |
velocityOverLifetime | Access the particle system velocity over lifetime module. |
Clear | Remove all particles in the particle system. |
Emit | Emit count particles immediately. |
GetCustomParticleData | Get a stream of custom per-particle data. |
GetParticles | Get the particles of this particle system. |
IsAlive | Does the system have any live particles (or will produce more)? |
Pause | Pauses the system so no new particles are emitted and the existing particles are not updated. |
Play | Starts the particle system. |
SetCustomParticleData | Set a stream of custom per-particle data. |
SetParticles | Set the particles of this particle system. size is the number of particles that is set. |
Simulate | Fastforwards the particle system by simulating particles over given period of time, then pauses it. |
Stop | Stops playing the particle system using the supplied stop behaviour. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
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