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ParticleSystem.NoiseModule.strengthZMultiplier

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public var strengthZMultiplier: float;
public float strengthZMultiplier;

Description

Z axis strength multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall strength multiplier. See Also: ParticleSystem.NoiseModule.strengthZ.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueStrengthX: float = 1.0f;
public var hSliderValueStrengthY: float = 1.0f;
public var hSliderValueStrengthZ: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var noise: var = ps.noise;
	noise.enabled = true;
	noise.separateAxes = true;
	// Set color by speed, to demonstrate the effects of the Noise Module
	var colorBySpeed: var = ps.colorBySpeed;
	colorBySpeed.enabled = true;
	var gradient: Gradient = new Gradient();
	gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f)]);
	colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
	colorBySpeed.range = new Vector2(3.0f, 7.0f);
}
function Update() {
	var noise: var = ps.noise;
	noise.strengthXMultiplier = hSliderValueStrengthX;
	noise.strengthYMultiplier = hSliderValueStrengthY;
	noise.strengthZMultiplier = hSliderValueStrengthZ;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Strength X");
	GUI.Label(new Rect(25, 80, 100, 30), "Strength Y");
	GUI.Label(new Rect(25, 120, 100, 30), "Strength Z");
	hSliderValueStrengthX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueStrengthX, 0.0f, 5.0f);
	hSliderValueStrengthY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrengthY, 0.0f, 5.0f);
	hSliderValueStrengthZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueStrengthZ, 0.0f, 5.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueStrengthX = 1.0f; public float hSliderValueStrengthY = 1.0f; public float hSliderValueStrengthZ = 1.0f;

void Start() { ps = GetComponent<ParticleSystem>();

var noise = ps.noise; noise.enabled = true; noise.separateAxes = true;

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.strengthXMultiplier = hSliderValueStrengthX; noise.strengthYMultiplier = hSliderValueStrengthY; noise.strengthZMultiplier = hSliderValueStrengthZ; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Strength X"); GUI.Label(new Rect(25, 80, 100, 30), "Strength Y"); GUI.Label(new Rect(25, 120, 100, 30), "Strength Z");

hSliderValueStrengthX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueStrengthX, 0.0f, 5.0f); hSliderValueStrengthY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrengthY, 0.0f, 5.0f); hSliderValueStrengthZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueStrengthZ, 0.0f, 5.0f); } }

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