Version: 2018.4
LanguageEnglish
  • C#

ParticleSystem

class in UnityEngine

/

Inherits from:Component

/

Implemented in:UnityEngine.ParticleSystemModule

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

Switch to Manual

Description

Script interface for Particle Systems.

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.

Properties

collisionScript interface for the Particle System collision module.
colorBySpeedScript interface for the Particle System color by lifetime module.
colorOverLifetimeScript interface for the Particle System color over lifetime module.
customDataScript interface for the Particle System Custom Data module.
emissionScript interface for the Particle System emission module.
externalForcesScript interface for the Particle System external forces module.
forceOverLifetimeScript interface for the Particle System force over lifetime module.
inheritVelocityScript interface for the Particle System velocity inheritance module.
isEmittingDetermines whether the Particle System is 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.
isPausedDetermines whether the Particle System is paused.
isPlayingDetermines whether the Particle System is playing.
isStoppedDetermines whether the Particle System is stopped.
lightsScript interface for the Particle System Lights module.
limitVelocityOverLifetimeScript interface for the Particle System Limit Velocity over Lifetime module.
mainAccess the main Particle System settings.
noiseScript interface for the Particle System Noise module.
particleCountThe current number of particles (Read Only).
proceduralSimulationSupportedDoes this system support Procedural Simulation?
randomSeedOverride the random seed used for the Particle System emission.
rotationBySpeedScript interface for the Particle System Rotation by Speed module.
rotationOverLifetimeScript interface for the Particle System Rotation over Lifetime module.
shapeScript interface for the Particle System Shape module.
sizeBySpeedScript interface for the Particle System Size by Speed module.
sizeOverLifetimeScript interface for the Particle System Size over Lifetime module.
subEmittersScript interface for the Particle System Sub Emitters module.
textureSheetAnimationScript interface for the Particle System Texture Sheet Animation module.
timePlayback position in seconds.
trailsScript interface for the Particle System Trails module.
triggerScript interface for the Particle System Trigger module.
useAutoRandomSeedControls whether the Particle System uses an automatically-generated random number to seed the random number generator.
velocityOverLifetimeScript interface for the Particle System Velocity over Lifetime module.

Public Methods

ClearRemove all particles in the Particle System.
EmitEmit count particles immediately.
GetCustomParticleDataGet a stream of custom per-particle data.
GetParticlesGets the particles of this Particle System.
IsAliveDoes the Particle System contain any live particles, or will it produce more?
PausePauses the system so no new particles are emitted and the existing particles are not updated.
PlayStarts the Particle System.
SetCustomParticleDataSet a stream of custom per-particle data.
SetParticlesSets the particles of this Particle System.
SimulateFast-forwards the Particle System by simulating particles over the given period of time, then pauses it.
StopStops playing the Particle System using the supplied stop behaviour.
TriggerSubEmitterTriggers the specified sub emitter on all particles of the Particle System.

Static Methods

ResetPreMappedBufferMemoryReset the cache of reserved graphics memory used for efficient rendering of Particle Systems.

Inherited Members

Properties

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.