Particle System Force Field Components with a matching layer affect this Particle System.
See Also: LayerMask.
using UnityEngine;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool layerToggle; private readonly int layer0 = 0; private readonly int layer1 = 1;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startColor = Color.red;
var shape = ps.shape; shape.enabled = false;
var externalForces = ps.externalForces; externalForces.enabled = true;
var forceField1 = new GameObject("Force Field 1", typeof(ParticleSystemForceField)).GetComponent<ParticleSystemForceField>(); forceField1.transform.parent = ps.transform; forceField1.transform.localPosition = new Vector3(-3.0f, 0.0f, 3.0f); forceField1.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 180.0f); forceField1.transform.localScale = new Vector3(5.0f, 5.0f, 5.0f); forceField1.gameObject.layer = layer0;
forceField1.gravity = 0.04f; forceField1.rotationSpeed = 2.0f; forceField1.rotationAttraction = 0.02f;
var forceField2 = new GameObject("Force Field 2", typeof(ParticleSystemForceField)).GetComponent<ParticleSystemForceField>(); forceField2.transform.parent = ps.transform; forceField2.transform.localPosition = new Vector3(3.0f, 0.0f, 3.0f); forceField2.transform.localRotation = Quaternion.identity; forceField2.transform.localScale = new Vector3(5.0f, 5.0f, 5.0f); forceField2.gameObject.layer = layer1;
forceField2.gravity = 0.04f; forceField2.rotationSpeed = 2.0f; forceField2.rotationAttraction = 0.02f; }
void Update() { var externalForces = ps.externalForces; externalForces.influenceMask = layerToggle ? (1 << layer0) : (1 << layer1); }
void OnGUI() { layerToggle = GUI.Toggle(new Rect(25, 40, 100, 30), layerToggle, "Toggle Layer"); } }
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