Override the position of emitted particles.
When using this parameter, the Shape Module will be skipped, giving you direct control over particle spawn positions.
To retain the effects of the shape module, set applyShapeToPosition to true.
See Also: ParticleSystem.Particle.position.
#pragma strict // In this example we have a particle system emitting aligned particles; we then emit and override the position and velocity every 2 seconds. private var system: ParticleSystem; function Start() { // A simple particle material with no texture. var particleMaterial: Material = new Material(Shader.Find("Particles/Alpha Blended Premultiply")); // Create a particle system. var go: var = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent.<ParticleSystem>(); go.GetComponent.<ParticleSystemRenderer>().material = particleMaterial; // Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); } function DoEmit() { // Here we will override the position and velocity. All other parameters will use the behavior defined in the Inspector. var emitParams: var = new ParticleSystem.EmitParams(); emitParams.position = new Vector3(0.0f, 0.0f, 0.0f); emitParams.velocity = new Vector3(0.0f, 0.0f, -2.0f); system.Emit(emitParams, 1); }
using UnityEngine;
// In this example we have a particle system emitting aligned particles; we then emit and override the position and velocity every 2 seconds. public class ExampleClass : MonoBehaviour { private ParticleSystem system;
void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));
// Create a particle system. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial;
// Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); }
void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the position and velocity. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.position = new Vector3(0.0f, 0.0f, 0.0f); emitParams.velocity = new Vector3(0.0f, 0.0f, -2.0f); system.Emit(emitParams, 1); } }
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