Version: 2022.3
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  • C#

ParticleSystemRenderer.SetMeshWeightings

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Declaration

public void SetMeshWeightings(float[] weightings, int size);

Declaration

public void SetMeshWeightings(float[] weightings);

Parameters

weightings The array of weights to use.
size The number of elements from the weighting array to apply.

Description

Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles.

The weightings are relative to each other but can be any positive value. For example, if you set the weights to 6 and 3, the ParticleSystemRenderer randomly selects the first Mesh approximately twice as often as the second Mesh. It can be most intuitive to use percentages for the weightings and ensure that the sum of the weightings adds up to 100, but this is not a requirement.

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private ParticleSystemRenderer psr;

void Start() {

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

psr.renderMode = ParticleSystemRenderMode.Mesh; psr.meshDistribution = ParticleSystemMeshDistribution.NonUniformRandom; psr.SetMeshes(new Mesh[]{ Resources.GetBuiltinResource<Mesh>("Capsule.fbx"), Resources.GetBuiltinResource<Mesh>("Cube.fbx"), Resources.GetBuiltinResource<Mesh>("Sphere.fbx") }); psr.SetMeshWeightings(new float[]{ 0.1f, 0.1f, 0.8f }); }

void OnGUI() { GUI.Label(new Rect(25, 40, 200, 30), "Mesh Count: " + psr.meshCount.ToString()); } }