Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

ParticleSystem.emission

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
public var emission: ParticleSystem.EmissionModule;

Description

Access the particle system emission module.

Particle system modules do not need to be reassigned back to the system; they are interfaces and not independent objects.

#pragma strict
// Create a particle system
// At 2 and 4 secs the number of particles are changed to 100, then 200
function Start() {
	var ps: ParticleSystem = GetComponent.<ParticleSystem>();
	var em: var = ps.emission;
	em.enabled = true;
	em.type = ParticleSystemEmissionType.Time;
	em.SetBursts([new ParticleSystem.Burst(2.0f, 100), new ParticleSystem.Burst(4.0f, 100)]);
}
// Create a particle system
// At 2 and 4 secs the number of particles are changed to 100, then 200
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { ParticleSystem ps = GetComponent<ParticleSystem>(); var em = ps.emission; em.enabled = true;

em.type = ParticleSystemEmissionType.Time;

em.SetBursts( new ParticleSystem.Burst[]{ new ParticleSystem.Burst(2.0f, 100), new ParticleSystem.Burst(4.0f, 100) }); } }