Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystemRenderer.lengthScale

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var lengthScale: float;
public float lengthScale;

Description

How much are the particles stretched in their direction of motion.

Use this to make particles always be longer than they are wide.

no example available in JavaScript
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {

private ParticleSystem ps; private ParticleSystemRenderer psr; public ParticleSystemRenderMode renderMode = ParticleSystemRenderMode.Billboard; public float cameraScale = 0.0f; public float lengthScale = 0.0f; public float velocityScale = 1.0f;

void Start() {

ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();

psr.mesh = Resources.GetBuiltinResource<Mesh>("Capsule.fbx");

var main = ps.main; main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 1.5f); main.startSize = new ParticleSystem.MinMaxCurve(0.1f, 0.8f); }

void Update() { psr.renderMode = renderMode; psr.cameraVelocityScale = cameraScale; psr.lengthScale = lengthScale; psr.velocityScale = velocityScale;

if (renderMode == ParticleSystemRenderMode.Stretch) Camera.main.transform.position = new Vector3(Mathf.Sin(Time.time) * 4.0f, 0.0f, -10.0f); // move the camera so we can see the effect on stretch camera velocity }

void OnGUI() { renderMode = (ParticleSystemRenderMode)GUI.SelectionGrid(new Rect(25, 25, 900, 30), (int)renderMode, new GUIContent[] { new GUIContent("Billboard"), new GUIContent("Stretch"), new GUIContent("HorizontalBillboard"), new GUIContent("VerticalBillboard"), new GUIContent("Mesh"), new GUIContent("None") }, 6);

if (renderMode == ParticleSystemRenderMode.Stretch) {

GUI.Label(new Rect(25, 80, 100, 30), "Camera Scale"); GUI.Label(new Rect(25, 120, 100, 30), "Length Scale"); GUI.Label(new Rect(25, 160, 100, 30), "Velocity Scale");

cameraScale = GUI.HorizontalSlider(new Rect(125, 85, 100, 30), cameraScale, 0.0f, 10.0f); lengthScale = GUI.HorizontalSlider(new Rect(125, 125, 100, 30), lengthScale, 0.0f, 10.0f); velocityScale = GUI.HorizontalSlider(new Rect(125, 165, 100, 30), velocityScale, 0.0f, 10.0f); } } }

Did you find this page useful? Please give it a rating: